Yeah, I wanted to let you know about that and I forgot: my model is not animated, yet.
I also followed what you said to no avail (toyed around with normals [I am not sure if I did anything there, really, I only scaled them up and ticked the option of "show normals"), multiple smoothing modifiers, connecting & welding, materials, etc.].
A guy told me it could be a shader issue, but I have no clue what to do with this information. I guess they are pretty hard-coded and not subject to modifications, but why would only this model cause this is beyond my understanding. It only signifies how newbie I really am. :P
thanks for the replies! Delphinium1987, sort of, yes. I have opened Max to see if I can find the option you've mentioned, but I could not find it. Additionally, I tried to apply MSmooth (Mesh Smooth) from Editable Poly Modifier and it kind of decreases the impact of the effect, but at the same time it overloads the model with many vertices and if I apply an even higher multiplier, it will not even load in the previewer of StarCraft.
IskatuMesk, yes, I get a similar effect on her arms. The thing is, this problem is only present on the nose, right arm, breast, the "muscles" beside the nostrils and some portion of her thighs. From distance, it's not much of a problem, but I am going to user her for a cinematic.
Finally, I tried unticking the Smoothing Groups option while loading the FBX file (so as to apply them manually), but upon loading, I got an error which terminated Max.
Edit: The same model looks flawless in Unity!
Edit2: From the train on her waist, that's definitely some NCSoft. :)
If the animations are destined for the same skeleton and come in FBX files, you can use Animation - Save animation and then load them into the main mesh with e.g. the Stand animation. This will eventually add them in a single trackline (don't forget to expand it from Time Configuration).
However, I am not sure what kind of formats you're dealing with. Please, elaborate.
I have run into a small issue lately, which is of high importance for camera's close-ups (and it's still good to know what's causing it).
I have a model in 3DS Max and it looks fine, but when I preview it in StarCraft, it is as if the smoothing groups, in certain parts of the mesh, are not properly exported. I have tried to reset the smoothing groups of each Polygon and reattach them, I have also tried using a separate Smooth modifier, but the problem persists.
The attached image clearly displays what I mean, it's almost a combination of a smooth mesh with a wire-frame mode and it is the breast of the mesh.
I am almost 100% positive that I am missing something with the smoothing groups or it could be a shader issue, but I still don't understand why it is being properly displayed within Max and not Cutscene Editor.
Thanks in advance!
Edit: The model was created in ZBrush, if it's important.
Okay this is what I am saying. Don't preview it AFTER you've exported it. This is the main cause of this issue. Restart Max and preview it, then export it. If you do it in a different order, it causes the textures to be invisible.
And import manager has an asterisk on top = not saved map and the textures are not imported - this is not tested appropriately. Anyway, I still insist on what I said earlier.
After restarting Max, did you export anything? Frankly I cannot see another issue (even though you are more experienced in this than I am).
The last thing I can think of is to preview the model by the drop-down menu and not through the Export Floater.
Edit: Just saw your edit. So neither do they display, even when they are imported?
Edit2: Try removing every object in the cutscene editor, restart it and preview the model alone. Maybe the other models for some unprecedented reason cause this.
Did you truly import them? All I can see there is the previewer, thus, it's not an exportation issue any longer, is it (?)
This occurs to me when I export something from 3ds Max (with StarTools) and then attempt to preview another model, without closing the program first. Try restarting Max and venture the preview again. The other occurrence is in case I didn't tick the Use Mopaq setting in Export Floater, but you said you did. Maybe the naming convention interferes?
Hey, thanks for your input. Unfortunately I am using the same method proposed by Zolden, but it doesn't always work. There is a tutorial here, somewhere, which I have been following and to sum it up, it is basically suggesting what Zolden did, in that thread of yours.
When I initially posted this thread, I was not using the orange normal maps; I was using the regular ones and I solved the issue by combining DXT3 and DXT5 compression. Now that I am using the orange ones, some of them look like the model I presented or they are displayed as they should. I am quite stumbled, really, the compression mode I use is mostly on chance - I don't have a specific pattern.
Right now, another mesh I am importing has the same issue (using orange normal map) and despite my efforts to compress it in every possible GIMP's plug-in mode, it still doesn't show up smoothly.
3DS Max and Blender work fine, due to the plug-ins that allow you to export in .m3 format (compatibility-wise). I am not sure if they are compatible with other software.
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That lightning! <3
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The cinematic terrain and narration will be changed, since I wanted to change the introduction.
The mesh for Naera is finished and I am waiting for the animations. Hopefully, they won't ditch on me. :)
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@IskatuMesk: Go
No luck. My god, this is driving me crazy. I am so stuck now.
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@IskatuMesk: Go
Yeah, I wanted to let you know about that and I forgot: my model is not animated, yet.
I also followed what you said to no avail (toyed around with normals [I am not sure if I did anything there, really, I only scaled them up and ticked the option of "show normals"), multiple smoothing modifiers, connecting & welding, materials, etc.].
A guy told me it could be a shader issue, but I have no clue what to do with this information. I guess they are pretty hard-coded and not subject to modifications, but why would only this model cause this is beyond my understanding. It only signifies how newbie I really am. :P
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Hey guys,
thanks for the replies! Delphinium1987, sort of, yes. I have opened Max to see if I can find the option you've mentioned, but I could not find it. Additionally, I tried to apply MSmooth (Mesh Smooth) from Editable Poly Modifier and it kind of decreases the impact of the effect, but at the same time it overloads the model with many vertices and if I apply an even higher multiplier, it will not even load in the previewer of StarCraft.
IskatuMesk, yes, I get a similar effect on her arms. The thing is, this problem is only present on the nose, right arm, breast, the "muscles" beside the nostrils and some portion of her thighs. From distance, it's not much of a problem, but I am going to user her for a cinematic.
Finally, I tried unticking the Smoothing Groups option while loading the FBX file (so as to apply them manually), but upon loading, I got an error which terminated Max.
Edit: The same model looks flawless in Unity!
Edit2: From the train on her waist, that's definitely some NCSoft. :)
0
@penguinwars: Go
If the animations are destined for the same skeleton and come in FBX files, you can use Animation - Save animation and then load them into the main mesh with e.g. the Stand animation. This will eventually add them in a single trackline (don't forget to expand it from Time Configuration).
However, I am not sure what kind of formats you're dealing with. Please, elaborate.
0
Hey guys,
I have run into a small issue lately, which is of high importance for camera's close-ups (and it's still good to know what's causing it).
I have a model in 3DS Max and it looks fine, but when I preview it in StarCraft, it is as if the smoothing groups, in certain parts of the mesh, are not properly exported. I have tried to reset the smoothing groups of each Polygon and reattach them, I have also tried using a separate Smooth modifier, but the problem persists.
The attached image clearly displays what I mean, it's almost a combination of a smooth mesh with a wire-frame mode and it is the breast of the mesh.
I am almost 100% positive that I am missing something with the smoothing groups or it could be a shader issue, but I still don't understand why it is being properly displayed within Max and not Cutscene Editor.
Thanks in advance!
Edit: The model was created in ZBrush, if it's important.
0
@unclesatan: Go
Finally! I'm sorry I couldn't be of help, but kudos to IskatuMesk :)
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@unclesatan: Go
Hm, recheck the resolution of your bitmaps then. Seriously, this is my last guess. Unless you want me to test it on my own.
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@unclesatan: Go
Okay this is what I am saying. Don't preview it AFTER you've exported it. This is the main cause of this issue. Restart Max and preview it, then export it. If you do it in a different order, it causes the textures to be invisible.
And import manager has an asterisk on top = not saved map and the textures are not imported - this is not tested appropriately. Anyway, I still insist on what I said earlier.
0
@unclesatan: Go
After restarting Max, did you export anything? Frankly I cannot see another issue (even though you are more experienced in this than I am). The last thing I can think of is to preview the model by the drop-down menu and not through the Export Floater.
Edit: Just saw your edit. So neither do they display, even when they are imported?
Edit2: Try removing every object in the cutscene editor, restart it and preview the model alone. Maybe the other models for some unprecedented reason cause this.
0
Did you truly import them? All I can see there is the previewer, thus, it's not an exportation issue any longer, is it (?)
This occurs to me when I export something from 3ds Max (with StarTools) and then attempt to preview another model, without closing the program first. Try restarting Max and venture the preview again. The other occurrence is in case I didn't tick the Use Mopaq setting in Export Floater, but you said you did. Maybe the naming convention interferes?
0
@djt312: Go
Hey, thanks for your input. Unfortunately I am using the same method proposed by Zolden, but it doesn't always work. There is a tutorial here, somewhere, which I have been following and to sum it up, it is basically suggesting what Zolden did, in that thread of yours.
When I initially posted this thread, I was not using the orange normal maps; I was using the regular ones and I solved the issue by combining DXT3 and DXT5 compression. Now that I am using the orange ones, some of them look like the model I presented or they are displayed as they should. I am quite stumbled, really, the compression mode I use is mostly on chance - I don't have a specific pattern.
Right now, another mesh I am importing has the same issue (using orange normal map) and despite my efforts to compress it in every possible GIMP's plug-in mode, it still doesn't show up smoothly.
0
@Colt556: Go
3DS Max and Blender work fine, due to the plug-ins that allow you to export in .m3 format (compatibility-wise). I am not sure if they are compatible with other software.
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@DrSuperEvil: Go
I don't even play WoW and I know that! Was posted on Facebook and the official site alike :D