Posted 07 June 2012 - 03:39 PM Edited by NaidRaida, 08 June 2012 - 08:16 AM.
I'm creating the opportunity to switch between standard sidepipe exhaust design and a custom rear exhaust design. Creating the necessary mesh,
the objects and the dummies is all no problem for me but the new created mesh seems not to fit the original [CLR:1] shading. I need to close the gaps
of the sidepipes with new mesh (new polygons). Creating those polygons has already been done but everytime I want to map them, they are shaded
not correctly when I test the model ingame. I am still a novice to modeling so it is most likely that I'm doing something wrong during this process.
This is the complete way I'm trying to implement the new mesh (part of bodyshell_L0).
I'm trying to explain it as best as I can, including pictures. I'm using ZM ver 2.2.6 (Build 993).
1. created new polys to close the sidepipe exhaust gap (Create > Polygon > Fan)
2. adjusted some of these polys nodes so that they fit to the existing orignal shape of the rocker (Modify > Exact transformation). Picture here: http://i.imgur.com/nS5iF.jpg
3. selected the rocker's polys (the new created and some existing) and detached them from the rest of the bodyshell_L0. Picture here: http://i.imgur.com/25cBg.jpg
4. calculated some of the normals (Surface > Normals > Calculate) Picture here: http://i.imgur.com/WvL3O.jpg
5. removed the mapping of the selected polys (Mapping > Edit UV > Remove Mapping). I selected all four channels to be removed although this material only have two.
6. assigned new material to seletcted polys (Material Editor > Assign to selection). Assigned material was vehicle_generic_smallspecmap paint1 [CLR:1]
7. channel #1 mapped (Mapping > Edit UV > Create/Edit UV > From Viewport XY > Generate New). Corrected mesh position in UV Mapper View. Picture here: http://i.imgur.com/6x0df.jpg
8. channel #2 mapped. Same procedure as above. I know this is the dirt map texture. Picture here: http://i.imgur.com/r8eMY.jpg and here: http://i.imgur.com/OzOEI.jpg
9. previously detached polys re-attached to bodyshell_L0 (Modify > Attach). Picture here: http://i.imgur.com/wCIli.jpg
This are the steps I'm used to do to apply new mappings which consist of original GTA IV materials. This material (vehicle_generic_smallspecmap paint1 [CLR:1]) has two UV channels by default.
One for the simple car color and one for the dirt but what about the specular texture? This is the first thing I don't understand. I'm unsure about how to handle the specular texture layer.
This is a picture of the edited part with game shading (reflections has been disabled in the game menue for this picture): http://i.imgur.com/K6JBU.jpg
As you can see on the picture it is not shaded correctly. The car color has been applied correctly as it seems but the whole re-mapped part is full of small dots (looks like the texture from the spec map).
This is the first thing. Secondly, the polys that have been created completely new have a complete wrong shading. In the red marked area you can see there has been shaded a shadow or something like that that follows
the shape of the newly created polys. I don't understand why it is rendered like that although this new polys do have the same properties as the rest of the bodyshell_L0 with this material.
That's my problem. I want to get rid of those dots and I would like to know why my created mesh is shaded differently than the rest of the rocker. Thanks for any help on this.
Okay, I solved the Problem with the dots (specular texture was mapped wrong). The Mapping is working, thanks for the detailed info about the channel assignment smokey!
But the incorrect shading on the new created polys is still present. I got the tip to use the 'Weld' tool now but I'm unsure how and where to use this feature. I tried to apply this tool in several ways
but without success, the incorrect or different ingame shading remains.
My last result: http://i.imgur.com/350oP.jpg
I don't understand why the red marked area is shaded brighter than the green marked area. The mapping seems okay but not the way these area reflects the light I guess. All of that should look like in the
green quare of course.
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