I have a slightly different theory about what is happening.
While I don't think that this is the full cause of the problem, I am fairly certain that it is part of it.
As stated by Zolden, the model doesn't quite work right when rotated. While true, it is also true that it doesn't quite work without being rotated.
My theory is that upon exporting vertex normals, the normals are only exported with a single vector upon conversion to SC2's normalized vectors(as stated in libm3's documentation).
Below is an illustration of my theory:
The image assumes that there are smoothing groups(vertex splits) at each side of the cube.
While I'm not entirely sure that this is what is happening, there seems to be, in most cases, 2 directions or axis(only positive or negative) in which the model renders properly.
i.e. Top and left would work properly, while the others would not.
I am, at time of writing, not sure if we have actually tested if the 2 correct sides stay the same after rotation, as this would reinforce the vertex normal theory.
However, this is the only theory which, at this point, seems logical.
So to sum up:
It is my theory that the m3 exporter only exports 2 axis properly, and when exporting the rest, forgets to modify the normal vector as to reflect the facing of the vertex.**
Just rightclick > Collapse all before exporting.
As for hiding faces, there was a trick, but I don't remember it atm. Just detach pieces of the mesh so it's easier to work with and once done - reattach and put a welder mod on top.
Thanks. But I didn't say mesh smooth modifier though. Just the smooth modifier, which I believe does not create new polygons.
It does create additional "polygons" as for each SG change, a new sets of verts is created at the intersection.
Also, 4k faces is way too high for something with so little detail. Rethink your topology.
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Sorry guys, show is postponed.
We'll put up a poll later to decide when the next best window is.
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Post a time for this Saturday when you will be able to attend.
The most convenient time across the board will be picked.
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There may or may not be cake...
...or even cake plants.
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Daara is very smelly and annoying, but he worked hard for this, and it's not trivial. Props.
<Otixa seal of approval>
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I have a slightly different theory about what is happening.
While I don't think that this is the full cause of the problem, I am fairly certain that it is part of it.
As stated by Zolden, the model doesn't quite work right when rotated. While true, it is also true that it doesn't quite work without being rotated.
My theory is that upon exporting vertex normals, the normals are only exported with a single vector upon conversion to SC2's normalized vectors(as stated in libm3's documentation).
Below is an illustration of my theory:
The image assumes that there are smoothing groups(vertex splits) at each side of the cube.
While I'm not entirely sure that this is what is happening, there seems to be, in most cases, 2 directions or axis(only positive or negative) in which the model renders properly.
i.e. Top and left would work properly, while the others would not.
I am, at time of writing, not sure if we have actually tested if the 2 correct sides stay the same after rotation, as this would reinforce the vertex normal theory.
However, this is the only theory which, at this point, seems logical.
So to sum up:
It is my theory that the m3 exporter only exports 2 axis properly, and when exporting the rest, forgets to modify the normal vector as to reflect the facing of the vertex.**
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Just wanted to let you guys know that I made you some potions.
Here's sum preview:
Project: http://www.sc2mapster.com/assets/potion-set/
Have fun ;p
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Why hello there ;D
I'll likely be revising my article soon-ish, and adding more stuff.
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Count me in aswell ;p
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Just rightclick > Collapse all before exporting.
As for hiding faces, there was a trick, but I don't remember it atm. Just detach pieces of the mesh so it's easier to work with and once done - reattach and put a welder mod on top.
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Does noone read stickies? ¬_¬
Damn it, people.
http://forums.sc2mapster.com/development/artist-tavern/9662-article-modelling-and-exporting-for-star-craft2/
Also, you might wanna apply a check to the model, make sure the smoothing groups are set properly and all the normals are facing the right way.
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Triangles are fine for lowpoly. Also, what do you mean creating the lowpoly? Is this supposed to be a "highpoly"?
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Just from that wireframe, you can optimize the model greatly.
I'm sure that from other angles, there are many other things that could be optimized.
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Clearly asking questions that have already been answered is the way to go then.
It does create additional "polygons" as for each SG change, a new sets of verts is created at the intersection.
Also, 4k faces is way too high for something with so little detail. Rethink your topology.
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All of your questions have been answered on ModCraft, so I suggest you go watch that.
Additionally, post wires.
Fix the lighting and do the SGs.
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No, that's all done from scratch in 3DS Max ;p
<sub>Yes, textures, models and animations</sub>