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Source Filmmaker

dobbins Oct 9, 2017 @ 11:16pm
[Solved] Sharp edges on models
I've been messing around with ssao and lighting recently but for some reason i cant get rid of the sharp, jagged edges on my models:
https://gyazo.com/ea792b1fd60b2480c008854b454b7031

any tips on smoothing it out abit?
Last edited by dobbins; Oct 11, 2017 @ 3:58pm
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Showing 1-8 of 8 comments
Kumquat [Velbud] Oct 9, 2017 @ 11:52pm 
Are you planning on editting the mesh itself? If so, then I recommend for you to think twice about whether you want to do this in the first place. Jaggedness is kind of unavoidable for low poly models, such as the TF2 models. However, I know that with subsurf and rerigging it could look better.

TL;DR, not worth it unless you plan on using a modelling program to increase polygons on the model. :/
dobbins Oct 10, 2017 @ 12:02am 
Originally posted by Velikhi Maikeru Phys Exp:
Are you planning on editting the mesh itself? If so, then I recommend for you to think twice about whether you want to do this in the first place. Jaggedness is kind of unavoidable for low poly models, such as the TF2 models. However, I know that with subsurf and rerigging it could look better.

TL;DR, not worth it unless you plan on using a modelling program to increase polygons on the model. :/
not at all lmao, i just thought it was like my lighting or smn
Bendixson Oct 10, 2017 @ 12:20am 
Originally posted by Sir. Doffins:
I've been messing around with ssao and lighting recently but for some reason i cant get rid of the sharp, jagged edges on my models:
https://gyazo.com/ea792b1fd60b2480c008854b454b7031

any tips on smoothing it out abit?


Unless you can use Photoshop if you have to smooth the edges out.
Zappy Oct 10, 2017 @ 10:43am 
Lighting and ambient occlusion doesn't do anything to a model's shape. It's very possible it might make the model contrast more against stuff so it's easier to see the shape (and the various edges and points and such along the shape), but the shape itself is unaltered.

As Velikhi Maikeru [Phys Exp] says, Team Fortress 2 models are somewhat low-poly (after all, they are from a game from 10 years ago, running on an engine that's more than 10 years old), meaning Team Fortress 2 models may seem more "jagged"-y than other newer game models.
R234 Oct 10, 2017 @ 2:58pm 
If you're talking about the aliasing, just turn subpixel jitter anti-aliasing on in the render settings.
dobbins Oct 10, 2017 @ 3:57pm 
Originally posted by R234:
If you're talking about the aliasing, just turn subpixel jitter anti-aliasing on in the render settings.
might, be it. im a total fool after all
Zappy Oct 11, 2017 @ 4:40am 
Originally posted by R234:
If you're talking about the aliasing, just turn subpixel jitter anti-aliasing on in the render settings.
...Speaking of this, anti-aliasing is applied before limiting the colours from 0% to 100% in Source, which means if an edge is sampled as 200% white, 133% white, 66% white, and 0% white, the average of it gets put at 100% white which is then what the pixel will be displayed as, as opposed to the 66% white the pixel would be if the anti-aliasing was "true"/the colours were limited between 0% and 100% before sampling the anti-aliasing. This means that if something is super bright, its edges can appear more jagged than normal as a result of bright lighting.


So, Sir. Doffins, while lighting still doesn't change a model's shape, it can cause a bit of issue with anti-aliasing.
But in the case you showed in your screenshot, it looks more like you just forgot to enable the subpixel jitter anti-aliasing setting, if that is the kind of jagged-ness you're referring to.
dobbins Oct 11, 2017 @ 3:57pm 
Originally posted by Zappy:
Originally posted by R234:
If you're talking about the aliasing, just turn subpixel jitter anti-aliasing on in the render settings.
...Speaking of this, anti-aliasing is applied before limiting the colours from 0% to 100% in Source, which means if an edge is sampled as 200% white, 133% white, 66% white, and 0% white, the average of it gets put at 100% white which is then what the pixel will be displayed as, as opposed to the 66% white the pixel would be if the anti-aliasing was "true"/the colours were limited between 0% and 100% before sampling the anti-aliasing. This means that if something is super bright, its edges can appear more jagged than normal as a result of bright lighting.


So, Sir. Doffins, while lighting still doesn't change a model's shape, it can cause a bit of issue with anti-aliasing.
But in the case you showed in your screenshot, it looks more like you just forgot to enable the subpixel jitter anti-aliasing setting, if that is the kind of jagged-ness you're referring to.
It most definately was, thanks everyone for the replies.
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Date Posted: Oct 9, 2017 @ 11:16pm
Posts: 8