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Post by ravasheen on Jul 1, 2019 17:46:27 GMT -5
I have a mesh (basically a palette bed). In order to not make the boards look rounded due to shadowing, I have to split the mesh in certain places. Only problem is, the split edges become super visible in the game... is there any alternative to this? In blender you can mark edges as sharp without splitting the mesh, but it seems to have no effect in game.
Thanks!
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Post by menaceman44 on Jul 1, 2019 18:05:10 GMT -5
Do you have pictures of the problem? It may be worth sharing your package and blend files too.
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Post by ravasheen on Jul 6, 2019 16:56:57 GMT -5
Hi menaceman44 sorry for my late reply... I abandoned this bed but decided to finish it. Here is a pic of the problem along with the files. It may just be the nature of this object cause of the straight lines but it is driving me crazy. It will be less noticeable with an actual bed on it, but was hoping there was some way to fix it. It may also be my graphics cause I have them set on medium... The pictures are all the same pkg file just at different angles. All of my mesh is joined, so these aren't split edges. Package FileBlender File
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Post by ravasheen on Jul 6, 2019 17:43:47 GMT -5
Also, does anyone know the way to define an "edge". When I make this object 'Snap edge to wall' it makes it so the middle of the bed snaps to the wall. In order to snap to wall correctly, I have to rotate the mesh in blender 90 degrees. But then this makes it so when a bed is placed on it (I have a large decor slot), the bed is off 90 degrees...
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Post by simguy80 on Jul 7, 2019 0:06:44 GMT -5
If your computer can handle it, the easiest solution for those lines is to set your edge smoothing to HIGH. You would have to do some in game testing, but I think the only faces that need to be edge split are the large flat planes, and not the curved edges. I can't tell from your picture how much edge splitting you did.
Another, more involved solution, is to bake your textures (as well as normal map to maintain an artificial curve of the original mesh) so they go on to lower poly cube meshes.
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Post by ravasheen on Jul 7, 2019 19:01:38 GMT -5
simguy80 thats the thing, I didn't do any edge splitting. If you look at the blender file, everything is connected... all doubles removed. Which is why it is so weird it is showing up like that. That is what I am trying to figure out. The lines would make sense if I did do edge splitting, but I didn't. I will try the edge smoothing in game. I had a friend try the package and she didn't see the lines like I did so it might be something with my computer. I just have a laptop not a PC so its not the best. But I do have a good NVIDIA graphics card.
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