I have a large collection of very stubborn models which I've successfully extracted from a game archive, only to run into an issue with the normals.
Unfortunately, the game I intend to use these models in has single-sided faces, meaning the normals must be correct.
Here's the sample OBJ model and PNG texture:
https://pastebin.com/raw/iVaKF401
https://orig00.deviantart.net/328f/f/20 ... ceyg6b.png
Here's a list of things I've tried: (none of them worked)
-Importing normals from file and Unifying
-Using Auto-normals and Unifying
-Welding vertices first, and then Unifying
-Welding vertices, exporting, importing with auto-normals, and then unifying
Does anyone have any ideas to fix these?
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Messed up Normals (3DS Max)
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Re: Messed up Normals (3DS Max)
I had a quick look and I can say it probably isn't the normals.
If you check your geometry (move points, for example), you will see it's really bad and some vertexes do not weld together when they should, creating this awful effect.
You will need a lot of patience to fix this..
If you check your geometry (move points, for example), you will see it's really bad and some vertexes do not weld together when they should, creating this awful effect.
You will need a lot of patience to fix this..
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Re: Messed up Normals (3DS Max)
You can't expect a 3D app to weld two vertices belonging to two triangles of opposite normal vectors.lolwatt wrote:I had a quick look and I can say it probably isn't the normals.
If you check your geometry (move points, for example), you will see it's really bad and some vertexes do not weld together when they should, creating this awful effect.
I wouldn't say so since it's rather simple to solve via several lines of code.lolwatt wrote:You will need a lot of patience to fix this..
The only reason causing this issue is that the model is double sided.
A few lines of the face indices from the beginning:
Code: Select all
# 10491 texture coordinates // line 20988
f 9/9 18/18 1/1
f 18/18 9/9 1/1
f 1/1 18/18 10/10
f 18/18 1/1 10/10
f 1/1 10/10 11/11
f 10/10 1/1 11/11
f 11/11 10/10 10/10
f 10/10 11/11 10/10
f 11/11 10/10 2/2
f 10/10 11/11 2/2
f 2/2 10/10 19/19
f 10/10 2/2 19/19
f 2/2 19/19 3/3
f 19/19 2/2 3/3
f 3/3 19/19 20/20
f 19/19 3/3 20/20
f 3/3 20/20 3/3
f 20/20 3/3 3/3
Edit:
Here is a simple QuickBMS example script that can get you a better result from the existing obj files:
Code: Select all
get Name basename
set Side1 Name
set Side2 Name
string Side1 + "_side1.obj"
string Side2 + "_side2.obj"
findloc Offset binary "\x66\x20"
log Side1 0 Offset
log Side2 0 Offset
append
set Size long 0
goto Offset
do
savepos Offset1
findloc Offset2 binary "\x0D\x0A"
goto Offset2
get Linefeed short
savepos Offset2
xmath Size "Offset2 - Offset1"
log Side1 Offset1 Size
findloc Offset1 binary "\x0D\x0A"
goto Offset1
get Linefeed short
savepos Offset1
xmath Size "Offset1 - Offset2"
log Side2 Offset2 Size
findloc Offset binary "\x66\x20"
while Offset != ""
May you find peace in this puzzle-solving game.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe
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Re: Messed up Normals (3DS Max)
You're right, every face was duplicated in reverse.
Thanks so much for your help!
Thanks so much for your help!