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Could be flipped Normals / Backface (they show up in Cycles tho).
In the Outliner, activate the restriction toggles from the filters menu (looks like a funnel) and see if the busses are hidden from camera.
Other than that check their Face Normals pointing outward.
It also looks like there is some double geometry with the Buildings in one screenshot.
tried to toggle the face normals and this is what it looks like:
https://imgur.com/f2IBfy3
https://i.imgur.com/NwBoXq8.gif
If you find faces that point in the wrong direction you will want to flip them either usingg Recalculate Normals Outside or by selecting and then Flip...from the ALT-N Normals menu.
So when you find red faces, these could indeed turn out invisible, if backface culling is set to on.
https://i.imgur.com/03zeyGZ.gif
Other than that, check if these bus objects are probably hidden from the camera or usse some holdout shader (i doubt that tho). Yet another possibily , any chance the Maximum Viewport Drawtype is set to some other than Textured. (tho unlikely)
also, i don't think the busses and roads are hidden from the view because the map is packed in 1 obj
so should i just disable all the normal maps and will that fix the problem? it might take a while but idk what else should i do. or maybe is there a tutorial to fix the normal maps?
https://imgur.com/ZmNjcAA
Most games use backface culling, so they don't render the backface at all, which saves ressources. Sometimes you see such haywire Face Orientations show up as holes in objects.
What you have to do is select the outside of the bus and then hit ALT- N and Flip all the faces that are red so they turn blue. Makes me wonder why recalculating the whole geometry didnt fix the issue, maybe non manifold mesh or double verticies.
(Normal maps are called that way because they use the Face Normals when they make this bump effect on materials)
Hard to tell what's going on without looking at the file. Feel free to share the .blend so people can look into it.
https://drive.google.com/file/d/1RdIgVTFevjMmESlc1AZoCJZcZOwxCBPk/view?usp=sharing
I see the problem now.
All the Materials on the Bus have two identical issues.
1. The Diffuse texture is also plugged into the Alpha input of the BSDF node.
2. The Materials have their Viewport Display set to Alpha Blend....tho you would want Opaque. (unless it is actually a Glass Material/ supposed to be Transparent..see post below)
https://i.imgur.com/0hOfNPK.gif
What you can do is manually go through all the bus materials and set the Viewport to Opaque.
Not sure if you need to disconect the Diffuse Textures from the Alpha Channel of the BSDF nodes, this could be there for a reason. Can't tell without looking at the textures.
Apart from this: Depending on what you want to do with this model...there are a couple of issues, which are very typical for exports from games.
All the geometry is basicly single face islands, so there is thousands of double verticies sitting on top of each other. This makes it so, that recalculating the Face Normals Outside doesn't work. That's why you get so many 'red' faces that point in the wrong direction.
This also causes the weird smooth shading look.
Here's what I did to kind of fix it:
1. Selected all the geometry in Edit mode and hit M -> Merge by distance .... this removed 700.000 double verticies.
2. With all geometry selected I used -> Face -> Convert Tris to Quads ...this can get rid of most of the Triangulation in this mesh.
3. With most of the geometry now being connected quads , select all and then ALT-N Recalculate Normals Outside.... this time it will do a better job and get most Normals right.
4. Turned of Autosmooth from the Mesh Tab. Also set the Object to Shade Flat... since the smooth shading looks wrong on the blocky meshes. If you rely on Smooth Shading you can just add and Edge Split Modifier.
5. I went through all the materials and Set the viewport Display to Opaque. And disconnected all the textures ( since they weren't included in blend, everything would have looked pink...you might not need to do this).
Anyway, heres what it looks like in Eevee Rendered view now:
https://i.imgur.com/GzdoqYJ.png
This is in Cycles with the Nishita Sky (not available in Eevee):
https://i.imgur.com/WJMMQKb.png
https://i.imgur.com/hNUYRPY.png
I also added some glass shader just for fun to them, since this alpha transparency trick isn't really realistic :D)
Here is the link to the 'fixed' file:
https://drive.google.com/file/d/16xLmi0iGes6YLc4xxcz7Vp6yQ8IUzZZF/view?usp=sharing
Note that, since the textures weren't included in the .blend, you might to reestablish their paths and reconnect the BSDF surface diffuse inputs that I had to disconnect.
Also, I changed the Scale of the Scene, it was super large... might want to Apply or reset it to some real world values. Othe than that, I changed render output resolution from 1920x1080 to 2000x2000, change to whatever you need. Also I noted that it was set to 4096 render samples in Cycles which is very excessive, especially when rendering on CPU this would take ages to finish.
anyways thanks!
P.S: just discovered the pack files setting, reuploaded the fixed blend file (with flip fluids) just in case you want to look at the textures
https://drive.google.com/file/d/1a3SfdV4iX_L0dlh1ShL-P0ReihMjBlIx/view?usp=sharing
another just in case, if i'm a dumbass and the packed files, didn't come through so here's the og version with the packed fileshttps://drive.google.com/file/d/1_3P1MKNmL8EHti0ARST6Yv23CVI5I74z/view?usp=sharing
oh okay