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Degenerated Faces / CE
show user profile  GingerBread
Hello.

I dont know if this is a right place to make post like this, but I will try it.
I am working in Cryengine using 3ds max models which is converted to CE.
I am making a character, but I have one problem with this:
In 3ds max everything looks good, but after converting I have some degenerated faces.

I don´t know how can I repair this bad looking thing. I will hope for your help.


Thanks!
read 563 times
12/22/2015 9:28:34 PM (last edit: 12/22/2015 9:30:50 PM)
show user profile  herfst1
Select all the verts and weld by 0.001.

If that doesn't work, I suppose check you don't have double edges (same method as above).

Else, I suppose it could be uv's.

[edit] or maybe the normals are fucked. Try adding a normalize modifier, selecting all verts and hitting reset.
read 546 times
12/22/2015 10:30:40 PM (last edit: 12/22/2015 10:32:28 PM)
show user profile  Dave
Fucked mesh normals would be my first guess. (note, this is not referring to the normal map)

My second guess would be scale, I've not used CryEngine but I know shit (ie, lighting artifacts) can get weird in unreal and unity if your objects scale is insane.

"I flew over Egypt once"

read 541 times
12/22/2015 10:37:44 PM (last edit: 12/22/2015 10:37:44 PM)
show user profile  Nanne
Try converting the Editable Poly in Max to Editable Mesh and see if you get the same errors in Max.

Try applying the Edit Normals modifier (not to be confused with the Normal modifier) and see what the normals looks like and the error areas.

Kristoffer Helander
www.kristofferhelander.se
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read 524 times
12/23/2015 12:26:42 AM (last edit: 12/23/2015 12:26:59 AM)
show user profile  GingerBread
I can´t stop laughing how everything is fucked :D :D


herfst1 - Weld is not working. I tried it like you said and result is, some degenerated faces are gone and some are new -_- Normalize modifier - nothing changed ...


Dave - Yes, sure, texture is not problem.
That´s can´t be a problem, my scale resolution is OK

Nanne - I tried this. I turned Editable Poly into Editable Mesh, I use Edit normals modifier. Everything is blue. I haven´t any errors. Than I exported it, but everything is like before.




Guys, I am fucking frustrated from this. I tried everything what you write here and nothing :/ Welder done best job from all of this, but when I used it, some faces just changed their bad position. Just from some places are gone and on another it shows -_-
read 512 times
12/23/2015 1:25:25 AM (last edit: 12/23/2015 1:25:25 AM)
show user profile  GingerBread
Can I be a bigger idiot?
I tried playing with thing what you typed guys.. And what? Something make it good and I forget what i´ve done ...
I remember that thing what I do automatic add Edit Poly modifier .. can someone now what was that?
read 501 times
12/23/2015 2:02:35 AM (last edit: 12/23/2015 2:02:35 AM)
show user profile  herfst1
I reckon it may have been fixed due to triangulation... maybe? Else, it's probably something you did in Cryengine.
read 476 times
12/23/2015 12:12:07 PM (last edit: 12/23/2015 12:12:07 PM)
show user profile  ScotlandDave
It looks like the shadow area to the left of the nose is using vertex weighting for shading.. Is it possible that vertex weights or vertex normals aren't exported properly unless the mesh is converted from EditableMesh to EditPoly or an EditPoly modifier is added to the stack?


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read 468 times
12/23/2015 2:01:15 PM (last edit: 12/23/2015 2:01:15 PM)
show user profile  GingerBread
herfst1 - No, I did nothing in CE, because I just playing with it in 3ds Max. I still can´t find what I am done with it yesterday ...

ScotlandDave - I don´t know man, I tried it like Nanne told me but nothing changed.




I saw something in "CE exporter", I have here this Warning:
"H_DDS_HighRes: Node's mesh has some degenerate texture coordinates"
read 455 times
12/23/2015 3:06:05 PM (last edit: 12/23/2015 3:06:46 PM)
show user profile  LionDebt
Well, there's your hint right there.

UV Mapping.
read 451 times
12/23/2015 3:11:40 PM (last edit: 12/23/2015 3:11:40 PM)
show user profile  FX
Run it through Xnview, may highlight the dodgy uv's.

What's the mesh source btw ? is it made in Max or imported ?
read 449 times
12/23/2015 3:15:50 PM (last edit: 12/23/2015 3:19:11 PM)
show user profile  Pil
Your smoothing groups are fucked...

Click on the affected faces and check which smooting group they are in and change if needed.


read 424 times
12/24/2015 8:37:16 PM (last edit: 12/24/2015 8:37:16 PM)
show user profile  GingerBread
It was problem in smoothing groups.
I made some settings in this and everything looks good now.

Thanks guys!
read 333 times
1/4/2016 8:16:34 AM (last edit: 1/4/2016 8:16:34 AM)
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