Important information: this site is currently scheduled to go offline indefinitely by end of the year.

Strange looking model

Post questions about game models here, or help out others!
Post Reply
john mac
ultra-n00b
Posts: 8
Joined: Thu Apr 21, 2016 12:06 pm

Strange looking model

Post by john mac »

i need help to fix this model can someone help me ??

[img]Capture.PNG[/img]
You do not have the required permissions to view the files attached to this post.
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4288
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1150 times
Been thanked: 2243 times

Re: Strange looking model

Post by shakotay2 »

just a wild guess: try flipping bump normals
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
john mac
ultra-n00b
Posts: 8
Joined: Thu Apr 21, 2016 12:06 pm

Re: Strange looking model

Post by john mac »

shakotay2 wrote:just a wild guess: try flipping bump normals
but how i can flip bump normals?
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4288
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1150 times
Been thanked: 2243 times

Re: Strange looking model

Post by shakotay2 »

depends on your 3D app. From blender I know you can flip ("standard") normals there.
Instead of flipping bump normals I'd inverse the bump map (invert colors, black to white and w to b or google for it).

(If you understand the 3D data in the model file you could multiply the bump normals with -1.0
but that would be tricky, I guess and I didn't test it.)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
john mac
ultra-n00b
Posts: 8
Joined: Thu Apr 21, 2016 12:06 pm

Re: Strange looking model

Post by john mac »

shakotay2 wrote:depends on your 3D app. From blender I know you can flip ("standard") normals there.
Instead of flipping bump normals I'd inverse the bump map (invert colors, black to white and w to b or google for it).

(If you understand the 3D data in the model file you could multiply the bump normals with -1.0
but that would be tricky, I guess and I didn't test it.)
seems like non of these work for me but i found a way to fix that i imported a model into AC3D and unwelded the entire model then export it and opened in zmodeler then used multiple target weld and it worked perfect. the result :up:
You do not have the required permissions to view the files attached to this post.
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4288
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1150 times
Been thanked: 2243 times

Re: Strange looking model

Post by shakotay2 »

well, seems I completly missed what your problem was.
I thought the deepenings should be turned up.

Pretty waste of life and time... :D
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
john mac
ultra-n00b
Posts: 8
Joined: Thu Apr 21, 2016 12:06 pm

Re: Strange looking model

Post by john mac »

shakotay2 wrote:well, seems I completly missed what your problem was.
I thought the deepenings should be turned up.

Pretty waste of life and time... :D
anyway thanks for your answers :bye:
Post Reply