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Strange looking model

Posted: Wed Aug 10, 2016 1:12 am
by john mac
i need help to fix this model can someone help me ??

[img]Capture.PNG[/img]

Re: Strange looking model

Posted: Wed Aug 10, 2016 8:24 am
by shakotay2
just a wild guess: try flipping bump normals

Re: Strange looking model

Posted: Wed Aug 10, 2016 2:56 pm
by john mac
shakotay2 wrote:just a wild guess: try flipping bump normals
but how i can flip bump normals?

Re: Strange looking model

Posted: Wed Aug 10, 2016 3:14 pm
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.)

Re: Strange looking model

Posted: Wed Aug 10, 2016 11:28 pm
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:

Re: Strange looking model

Posted: Thu Aug 11, 2016 12:02 am
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

Re: Strange looking model

Posted: Thu Aug 11, 2016 1:30 am
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: