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3 Dimensional Chat / 3d studio character - weird map issue - help plz....

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Ankillito
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Location: Litigious California
Posted: 25th Sep 2007 04:44 Edited at: 25th Sep 2007 05:52
Here's the face of my character. For some reason, it has some really weird stripes across the face. I have no idea what they are from. I tried messing with UVW mapping, but it didn't so anything. Anyway, here's the pip:



Any advice?

http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1234759

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Alucard94
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Posted: 25th Sep 2007 16:57
Looks like something from a old horror movie...

I model I clean and I cook for you... AND I STILL DONT GET A COOKIE!!?!!?!?!!?!??
CattleRustler
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Posted: 25th Sep 2007 18:49 Edited at: 25th Sep 2007 18:50
what does it look like in "wireframe" showing faces and edges?
that zigzag looks similar to a problem I had with a smoothing modifier in 3dsmax

My DBP plugins page is now hosted [href]here[/href]
AndrewT
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Posted: 25th Sep 2007 22:09
Sometimes I get ugly lines like that in Blender if the face normals are messed up.

Ankillito
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Posted: 26th Sep 2007 02:42 Edited at: 26th Sep 2007 02:52
Well, here's another pip. I don't know about normals in 3ds, but I know I wasn't trying to make a horror movie. Maybe I will tho...

The blue part has a mesh smooth, but the wireframe does not. I seems like it's trying to shade the face, but doing it wrong. Lights don't affect it...

http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1234759

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CattleRustler
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Posted: 26th Sep 2007 02:47
something odd there. I dunno whats up with the black streak. doesnt seem to follow any rule that would have to do with normals, or verts, or edges. weird. did you apply some sort of map or reflective material, or something?

My DBP plugins page is now hosted [href]here[/href]
Ankillito
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Posted: 26th Sep 2007 02:54 Edited at: 26th Sep 2007 02:55
It's a plain map, just blue. Here's a pip of two heads, one at a different angle.



It's definitely different if rotated, which makes me think that it's trying to add shadows on it or something...

http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1234759

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CattleRustler
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Posted: 26th Sep 2007 04:22
yeah, thats why I asked about reflections as it seems to try and follow the general structure of the face, and now seeing that it changes as the model is rotated I am at a loss. Is there any way to remove the smoothing and see what it looks like? Maybe you have some wacked out values in the smoothing angles which can cause weird effects across the triangles, depending on their angles to each other.

My DBP plugins page is now hosted [href]here[/href]
RichMan
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Posted: 26th Sep 2007 20:08
not sure but that looks kinda like the blender marble effect...

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Neodelito
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Posted: 3rd Oct 2007 16:59
Scarry...

Use Lith Uwrap .. and correct that effect...

Seppuku Arts
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Posted: 4th Oct 2007 17:23
How odd, export to .obj and import it and see if there's an improvement.

How and when did it come like that? It could be a normals problem, if you can find away to turn on back face culling, then turn it on, if you find holes in the mesh or some irregularities (as bf culling only renders one side of the polygon) of the models then some of them (or all) of them are the wrong way round, in Cinema 4D this is usually fixed by selecting all of the polygons and using a command called 'align normals' if 3D studio doesn't have this then you'd need to select the 'afflicted' faces and use 'flip normals' or 'reverse normals' or whatever it may be called in the application.

Though it doesn't look like that problem, or at least from my experience upside down normals don't create that effect, but it does look like a problem with the normals...

Of course, you could try something else, that it to 'optimise your model', now this goes under different names in different applications, it basically 'corrects' any mesh and normal problems caused when porting models between programs and other situations. In Cinema 4D the command is called 'Optimize' and in Milkshape it is called 'Clean Model' so in 3D Studio if it has it, then look for something along those lines.

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Chris Franklin_
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Posted: 4th Oct 2007 18:20
That's a normals problem, make sure they're aligned proper.

Jon Fletcher
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Posted: 4th Oct 2007 19:20
have you tried 'reset x form'?

might be some weird normals scale problem

Ankillito
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Posted: 5th Oct 2007 02:07
where do I go to reset x form?

As far as I know, the normals probably got messed up when I mirrored the object, attached it, and welded the vertexes together.

BTW, how many polys should I use for a DBP character? This is at 6659...

http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1234759
hessiess
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Posted: 5th Oct 2007 02:45
i don't use 3d studio, but i can tell from your wire frame that the topology isent verry good, it should be more like this



it is most lickly cased by the bad topology/ bad uv unwrap/ or bad normals

learn blender, you will never regret it.

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