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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 08-20-2003, 01:06 PM   #1 (permalink)
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Default model edges shine through skin

Hello again,

I have a problem with my model. I created a skin for the tank and everything looks fine (or at least acceptable) but there is a strange shadow on the model and thus after exporting on the skin, that makes some parts of the skin darker. When you look at the image I attached, one of these "edges" is encircled. Any idea how to solve that problem?

Thanks, HEXman
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Old 08-21-2003, 03:16 AM   #2 (permalink)
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You, my friend, have a similar error to the one I've been having ever since I first optimized my models. I hope you find a solution, since I never did. The farthest I got was narrowing it down to problems with the verticies. When the verticies shared by a few faces were welded it created some strange effect where verticies of the same face were noncoplanar, even though they were... I'll make sure to keep an eye on this post though.
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Old 08-21-2003, 03:31 AM   #3 (permalink)
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Hi OminousSilence,

actually I had been able to remove that strange error at least from my model. I did the following:

I selected the model (in this case the chassis) and added a new modifier on it. The modifier simply was "MeshSmooth". Immediately the strange shadow disappeared and the modell and the skin look nice.

- HEXman
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Old 08-21-2003, 04:11 AM   #4 (permalink)
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Did applying the smooth modifier change the polygon count?
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Old 08-21-2003, 04:23 AM   #5 (permalink)
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Most likely
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Old 08-21-2003, 05:24 AM   #6 (permalink)
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Well I justed checked it and it seems that the modifier did not change the polygon count. It was 414 polys before I applied it and it still is now.
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Old 08-22-2003, 01:29 AM   #7 (permalink)
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So then BulletHead, in what situations would applying the smooth modifier change the polygon count? Would it increase the sides in circles and that sort of thing?
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Old 08-22-2003, 05:24 AM   #8 (permalink)
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Your problem originates from incorrect modelling:
You got a polygon that is undercutting another, iow they partially overlap.
Adding meshsmooth on top of it increases the number of polygons and can shift the polygons edges, so that they no longer overlap. But your use of meshsmooth is inappropriate because it doubles the amount of polygons on your model.
You should delete your polygons and recreate them in a different order by using different vertices to form your triangle...
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Old 08-22-2003, 09:13 AM   #9 (permalink)
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Well, to be honest, I have no idea what you are talking about since I am a total beginner. I tried to reduce the amount of polygons needed for the model to a minimum, at least in my eyes.

May I send you the part of the model that is affected and you show me those wrong vertices by deleting them and taking a screenshot when finished?
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Old 08-23-2003, 12:32 AM   #10 (permalink)
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Well I am not a total beginner and I know what FlyBy is talking about. Unfortunately, I know what that looks like, since a had a few back when I first start modeling, and this is not it. I think they're called g-shader conflicts or something like that, and have to do with the video card being confused about which object to show, because they overlap. When I got this problem I had NO overlapping parts. This was what Proclone said about it the first time it happened:

Looks like you end up making the side a tiny bit concave by moving that vertex. Make sure the vertex you moved it on to is on the same plane as the one near the front. If they're both in-line and it's stil showing that shading problem then it's probly a smoothing group bug. It's pretty subtle though.. you won't even see that once it's skinned let alone tiny ingame.. so I wouldn't worry about it unless you're really wanting to be a perfectionist.

Unfortunately, it shows through a skin.
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