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Topic: light angle on faces (Read 5690 times)
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Pelgar
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Hey, I'm really sorry I bothered you with my stupid answers, you can bet it won't happen again!
You get those light dark faces worked out without smoothing groups, good luck on that one.
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fragmo
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I think you want to use the Info/Face Info tool for this. Check the vertex normals on the dark faces, I suspect they are running more parallel to the surface than perpendicular to simulate the way light reflects off glass (correct?). Smoothing groups won't help here, you need to manually set the vertex normals using the Face Info tool (clicking the face with this tool will allow editing)
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siredblood
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nice, something new to try, thanks fragmo. Ive been watching this tread on the sidelines waiting for an answer I have not done yet 
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Spellir_74
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I figured it out.
First add all faces to a smoothing group. Call it 'all'. That creates rounded edges everywhere.
Then I start adding entire planes that have hard edges to their own smoothing groups.
Put all the faces that make up a plane (ie a side or top of vehicle) in a smoothing group. Call it sides or top etc.
(Then select that smoothing group; update vertixes.)
Then when all the planes are done, "face- flip vertix normals- x axis. That makes the sides dark.
=============== Next time when I create a face, I will try Fragmo's 'INFO-face-edit'. The 'NX' box(in that edit dialogue) apparently should be set to 0.0000 like the other extant faces that are in the vehicles I'm working on.
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« Last Edit: July 07, 2009, 03:08:34 AM by Spellir_74 »
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siredblood
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wow nice job Spellir!... on both figuring it out, and the turret. Ive had this building I made when I first got this program last month that I may finally be able to fix.
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Pages: 1 [2]
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