Blender
EmperorFaiz.wav 30 AGO 2019 a las 2:21 p. m.
Weird shadings after applying smooth shading
https://imgur.com/a/PeEUKdp

This is the first time I got this weird shading. Even I apply the sharp edges, it looks worse
https://imgur.com/a/SXFgNgC

I assume it has to do with the unusual face shapes, https://imgur.com/a/pST8KBd but I've used models like this before yet never got this issue.

Is there something I miss?
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still__alive 30 AGO 2019 a las 9:10 p. m. 
Publicado originalmente por EmperorFaiz.png:
Oh wait! I just have to disable the "auto-smooth" in normals panel. I can't believe I overlook that. Sorry I waste your time.

Yeah that does do a similar thing. Probably better to use that for now.

I'd have to play with it more and do some research as to what is going on with each option to fully understand the pros and cons with each method. Checking the auto-smooth does allow you to go back though if you need to so it would be a safer way of getting it to display properly in Blender. My way would change them permanently once you couldn't undo anymore or close and save.

If you are exporting it out again for a game engine or something, you may need that auto-smooth back on when you export. Depends whether the edge normals were setup up like that intentionally or if it was some import or export glitch.

Edit: So just remember you turned the auto-smooth off in Blender, because if something does look weird again if/when you get it back into the game engine this might be why.
Última edición por still__alive; 30 AGO 2019 a las 9:14 p. m.
*P0P$*FR3$H3NM3Y3R* 30 AGO 2019 a las 9:27 p. m. 
Publicado originalmente por still__alive:
Publicado originalmente por *P0P$*FR3$H3NM3Y3R*:
I think normal display is now called 'face orientation' in the overlays menu on the top right corner of the 3d view. it displays as blue/ red for facing out/ inwards as far as i gathered.
Seems they got rid of the lil yellow hair poking through faces they had for years.


I have found the normal display in 2.8, and I might've found something, not a solution yet, but possibly the cause. If you turn on the normal display for edges, each vertex has an edge normal pointing in a different direction for each face connected to that vert.

I think normally it would only be one. Or they'd all be pointing in the exact same direction. At least that is what the normals are like on the default cube I add and cut up. So I'm thinking this might be why it is happening. Normals are what tells the 3d program how to light the mesh after all.

Now from what I've read in other forums, I hear that other 3d software like Maya or Max allows you to actually manually change where your normals are pointing. So I'm guessing someone changed them on this model. Which you cannot do in Blender, at least by default, although I don't know if they've added the capability in 2.8. Don't know why recalculating the normals in Blender doesn't reset them, I'm investigating that at the moment.

Here is a screenshot for reference:
https://steamcommunity.com/sharedfiles/filedetails/?id=1849899183

That is the edge normals turned on, and I don't know if you can see it easily in that screenshot, but they all sort of point in towards the center of each face, which would seem to correspond with how the HDRI is getting reflected in LookDev mode.

If i remember correctly, some software and game engine use custom vertex normals for tweaking the shading across faces. If this is an import from other software it might transfer over to blender where that stuff is better done with edge mark or edge split modifiers.
Good call!
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Publicado el: 30 AGO 2019 a las 2:21 p. m.
Mensajes: 17