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DarkBASIC Discussion / Lighting on model surfaces

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RossageSausage
22
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Joined: 9th Mar 2003
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Posted: 10th Jul 2003 10:52
I made a nice rock outcropping model and put it in db. The way db displays it, it shows each seam where the plains meet. Like you can tell where it was pieced together. Is there anyway to apply "smoothing" to it so it looks organic like its supposed to or will dbenhanced not allow it??

*BADLY!!!NEED DBPRO!!!!* lol :-s

Thanx in advance,
RossageSausage
Mentor
22
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 10th Jul 2003 12:27
sounds like a problem with the model, all the models I ever used looked ok, you can even load high poly detailed models (but they reduce your framerate to 0) did you lock the vertices to each other? or is your model still made of seperate triangles just placed close together (sorry to ask but I have no idea how much experience you have had with modeling), if it still looks angular then apply some smoothing in the modeler (but your poly count will go up), cheers.

Mentor.

Arkheii
21
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Joined: 15th Jun 2003
Location: QC, Philippines
Posted: 12th Jul 2003 06:21
I noticed that lighting on .x models are smoother than on .3ds models. Just a hunch, but I encourage you to try it out. Don't increase polycount unecessarily because smooth framerate still rules over good graphics. Just maintain a balance of both, that's all.

Dr DooMer
22
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Joined: 22nd Dec 2002
Location: United Kingdom
Posted: 13th Jul 2003 03:51
In my experience, smoothing groups set in programs like 3DSMax do not translate over to .x files. The way I find it works is smoothing is set by the texture mapping: should two UV coodinates be placed on top of each other, DB will smooth the associated vertices together if it can.

Basically, if you want flat sides on something, make sure each polygon is unwelded and seperate from all the other polygons. Whereas, if you want a totally smooth effect, make sure your UV coodinates are completely welded together. Of course, with most mapping, it's impossible to weld absolutely all the points together, meaning you're likely to have an unsmoothed seam at least somewhere on the mesh.

Anyway, this is only what I have found. Although it works for me and 3DSMax, it might not work for everybody and there might well be more to it than what I've found out.

Hope this helps!

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