Author : winged doom


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NAIMA's Avatar
Old (#1)
Hello I recently been making a couple of creatures models for crysis but altough my model looks perfectly smooth in 3dsmax , in Crysis it gets really bad face subdivision , this is espeicallly on the actual seams of the uvmapping , I got mirrored uvmapping for the fishes , but I don't now why it comes out this sort of bad lightning on it ......

how can I fix that ?

If you ask if it is the normal map ro the specular I added , no it is nt cous eI have tested without and the problem persists.....


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NAIMA's Avatar
Old (#2)
No replies? I wonder if somone reads this subforum?
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Neox's Avatar
Old (#3)
try inverting the green channel of your normalmap
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NAIMA's Avatar
Old (#4)
as I said the problem is there with or without speculars or normal mappings ....
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fearian's Avatar
Old (#5)
hmmm... try checking smoothing groups?

e: check for any unwelded verts?
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NAIMA's Avatar
Old (#6)
all smoothings are to 1 and all vertices are welded ...
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Shadownami92's Avatar
Old (#7)
Have you also make sure all your surface normals are facing the same direction (outward)?
Offline , triangle, 290 Posts, Join Date Nov 2010, Location Southern California Send a message via MSN to Shadownami92  
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NAIMA's Avatar
Old (#8)
Any other idea?
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NAIMA's Avatar
Old (#9)
Ok seems the problem resposnible for that is the caustics shader it gets double uvmapped on detached parts of the texture , to avoid that it needs to be one single pelt texture ....
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mitcHELL's Avatar
Old (#10)
man thats wild you have to make all underwater uv maps contiguous... nice find
Offline , vertex, 39 Posts, Join Date Mar 2011, Location Boston  
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e-freak's Avatar
Old (#11)
old thread bump there mitcHELL ;) - yes the UV Mapping is a known issue with CE2 and affected shading quite often.
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Offline , polygon, 709 Posts, Join Date Sep 2008, Location Germany, Darmstadt  
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Brendan's Avatar
Old (#12)
From what I can tell, it seems that the underwater cautistics shaders have something like (vaguely similar...a bit) this:

applied to them and set to screen, and then the UV or texture is animated, so unless the effect (picture) has no visible seams around the seams of your model, as well as no seams around the seams of your model (confusing myself here, hang on).

\/ \/ \/ \/ \/ \/ \/

Also, with this approach to the lighting effect, wouldn't the best results be had from a top-down UV projection? As that would make the UV's line up better with the effect texture/shader?

I'm thinking if you did a uv projection from the side, the lighting effect would look like the light is coming from the side of the fish/dolphin/etc.

Am I right in this thinking?
Offline , triangle, 360 Posts, Join Date Dec 2010, Location Brisbane  
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