Mesh material problem - help me

Post » Tue Oct 05, 2010 7:10 pm

Hello!

I have a problem with this:
http://i285.photobucket.com/albums/ll54/pero_lozhach/Learning%20Blender/Clipboard03houseintandext.jpg

I guess that it has to be some problem with material, I probably did something wrong. But I don't know how or what. The walls shouldn't be like that (the right ones) because they are same as those to the left but inverted faces.

Can anyone help me sort it out and/or tell me what's wrong so that I could do it myself?

Files are uploaded, if someone wants to take a look PM me please.

Thanks!
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Eve(G)
 
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Post » Tue Oct 05, 2010 7:54 pm

bumps...
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Nicholas C
 
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Post » Tue Oct 05, 2010 9:47 pm

Same mesh, same texture but different result? As you say yourself, likely to be material. Check to see if the MaterialProperty has any diffuse/ambient color added in to the texture map. It's frequently the case that a new object in the modeller is assigned a mid-grey material by default so that you can see it better, and this needs to be changed to white (with black emissive, so it doesn't glow) when texture maps are applied. The modelling tool may not combine the map with the base color, but NifSkope (and the game) do so.

The result of not doing it is that the texture looks 50% darker than it should, which is roughly what you seem to have.
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electro_fantics
 
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Post » Tue Oct 05, 2010 6:02 pm

Thanks for the response Ghastley.

I have tried to change the settings for colours in MaterialProperty and tried to change texturing and material properties to match the exterior model, but still I have some weird patches.

It is all my fault because I have randomly changed sliders in blender before export so that the materials don't get combined.

Maybe you could (or someone else) take a look what's wrong?
Here's the link for interior and exterior model:
http://www.4shared.com/file/KtXK3IvP/wwTest.html
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MatthewJontully
 
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Post » Tue Oct 05, 2010 10:12 am

I know it's not a direct answer, but I'd seriously consider making the interior texture different anyway. The weathering of an outside wall includes the effect of rain, which should not be happening inside (your roof doesn't look that bad) so the textures should be different in reality.

However, you'll still have to get the material effect removed, so that the texture can work. I can't get to that page from my machine at work, I'll see if I can when I get home.

Also remember that interior and exterior lighting conditions are different, even in NifSkope, because of the roof's shadow.
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Beth Belcher
 
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Post » Wed Oct 06, 2010 12:53 am

Nifskope handles shadows? I didn't know that.

Sure, I'll assign different texture (or more of them) to interior, but any texture looks weird right now. You'll see what I mean. Thanks for help Ghastley!
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Matt Bigelow
 
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Post » Tue Oct 05, 2010 1:36 pm

Right click on that mesh and chose Mesh -> Face Normals, then click once again and do Mesh -> Update Tangent Space. That should fix this.

It's good to perform these actions on every part of the mesh exported from Blender.
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Krystina Proietti
 
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Post » Tue Oct 05, 2010 7:37 pm

Oh!
Face normals helped! Thanks!
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Crystal Birch
 
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Post » Tue Oct 05, 2010 11:10 am

Right click on that mesh and chose Mesh -> Face Normals, then click once again and do Mesh -> Update Tangent Space. That should fix this.

It's good to perform these actions on every part of the mesh exported from Blender.

I disagree with performing face normals in nifskope as a standard procedure.

for a start it is only necessary if you haven't prepped your mesh correctly. just make sure all your face normals are correct before exporting. and then there is zero need.

the reason why not to- face normals in nifskope changes them, making it different than max, presumably blender has them as well. if your mesh has baked normal maps, it will kinda bork the face normals and then the normal map will render differently... causing shading errors.

only useful as a bodged job/ quick fix on meshes without baked normal maps. otherwise it's completely unnecessary

only update tangent space is an essential non-destructive spell, and is needed on most meshes.
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rebecca moody
 
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Post » Tue Oct 05, 2010 2:46 pm

I have to yet learn what that baking is.

Usually I perform mesh>smooth vertices and mesh>remove duplicate vertices on every mesh that I export. Face normals was necessary only in some rare cases, but I face them in blender (crtl n and other commands).

In this case, it did the trick. But still I don't know what went wrong.
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asako
 
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Post » Tue Oct 05, 2010 3:20 pm

I have to yet learn what that baking is.

Usually I perform mesh>smooth vertices and mesh>remove duplicate vertices on every mesh that I export.

baking is how some textures are made. in games today, most maps are baked or have baked elements. baking usually involves making a highly detailed mesh only used in the baking process, and a lower poly, simplified mesh for real time use.
smooth normals is another potentially destructive spell in nifskope. this will globally smooth the meshes face normals, destroying any specific face smoothing groups you set up, which is absolutely essential that those face normals match how you set them up so to get a clean bake ( ie 180 smoothed cube might not bake out so nice, unless you either chamfer edges, add edge loops or split faces and UV shells ) or else your normal maps will render with shading error. so be careful as it can be dramatically bad!

And it's completely unnecessary to do in nifskope. set up them up correctly before export.

on its own, removing duplicated verts is fine to run. - you'll notice you remove more verts if you smooth normals spell first, as some those intentional edge splits are basically healed and there are whole loops of verts that are spare. remove duplicated verts removes those, it's kinda like welding. as well as that, it's welding unused/duplicated verts in the UV array.
However as a modeller- all hard edges are always intentional,(unless you make a boo-boo) it's part of the normal mapping work flow to understand, and is often required to have split edges and UV shells to get a correct bake with tangent space normal maps.

the worst part of it is that is a irreversible procedure. only importing it, resetting up the face smoothing, then exporting can fix.

Basically set up your face smoothing/split edges in your 3d modeller before export.

anyone figure out how to render object space normal maps in Ob/F3 and less edge splitting will be required, and generally the bakes will look much more accurate. :D
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Kaley X
 
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