Strange Lighting On Models (GZDB "Export")

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Strange Lighting On Models (GZDB "Export")

Postby RastaManGames » Sat Jan 11, 2020 1:57 am

I tried to convert a mess with lines, vertexes and sectors in a poor model via "export" option in GZDB.
Then i created "md3" model with four parts. All works fine, except one fact...
Any light makes one part really strange (dark areas are appearing with highlighted lines).
What is this and where i messed up so bad?
I know, that this question more for 3D-Designers, but it's kinda GZDoom related...

Light also works strange with other models:




P.S.: In GZDB i see, that lighting are good, but it looks really worse ingame...
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Re: Strange Lighting On Models (GZDB "Export")

Postby axredneck » Mon Jan 13, 2020 12:02 pm

You should add seams to your models
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Re: Strange Lighting On Models (GZDB "Export")

Postby RastaManGames » Tue Jan 14, 2020 1:09 am

Okay. Ice is moving right from this point (which is really good).
There is any tutorials how to do this with Blender/Misfit Model 3D/MilkShape 3D? :(
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Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
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Re: Strange Lighting On Models (GZDB "Export")

Postby axredneck » Tue Jan 14, 2020 10:51 am

Use "Edge split" modifier in Blender, or do it manually: select sharp edges, then "Edge > Edge split". But maybe there is better way, i'm unsure.
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Re: Strange Lighting On Models (GZDB "Export")

Postby Enjay » Tue Jan 14, 2020 12:58 pm

It might also be worth running your model through Npherno's MD3 Compiler to fix the normals. I think I got it from here https://www.wolffiles.de/index.php?filebase&fid=1856

You may also find some useful information here: viewtopic.php?t=62350
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Re: Strange Lighting On Models (GZDB "Export")

Postby RastaManGames » Wed Jan 15, 2020 3:24 am

@Enjay, you are God of GZDoom modding/mapping. Thank you so much. :wub:
Method with "Npherno's MD3 Compiler" helps and my crappy models now have proper lighting!

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RastaManGames
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Joined: 13 Mar 2014
Location: Russian Federation, Krasnoyarsk
Discord: ℝ𝕒𝕤𝕥𝕒𝕄𝕒𝕟𝔾𝕒𝕞𝕖𝕤#4168
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Strange Lighting On Models (GZDB "Export")

Postby Enjay » Wed Jan 15, 2020 3:58 am

Glad it worked. As you can see from the thread I linked to, it was folks on here who fixed me up with nphernos, I'm just repeating the good advice. :)

Speaking of which, I noticed that you mentioned Misfit model. There is a continuation of Misfit called Maverick Model 3D. It is maintained (unlike Misfit) and has a few fixes and enhancements over misfit.

https://clover.moe/mm3d
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Re: Strange Lighting On Models (GZDB "Export")

Postby Nash » Wed Jan 15, 2020 4:05 am

Be aware that blindly using "recalculate normals" in Npherno may not necessarily always be the best solution. While the algorithm in Npherno is pretty good for most objects and shapes, sometimes for specific artistic purposes, you may want to pay attention to your manually-defined smooth groups.

In Blender, this is best done by manually marking your sharp edges (select edges, press Spacebar then type "mark sharp"), and then using the Edge Split modifier and unticking "edge angle".
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