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[SOLVED] skinned mesh normals problem


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Hi,

It's better to move UV-borders from the shoulder to the internal portion of the arm. These artifacts are caused by gaps in tangent space.
In 3Ds Max you can see those such gaps too.

Image from 3Ds Max 2014 in attach.

To avoid the seam on the neck you need to add common Normal modifier and unite normals of these parts.

post-737-0-26310100-1388232828_thumb.png

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Hi,

 

It's better to move UV-borders from the shoulder to the internal portion of the arm. These artifacts are caused by gaps in tangent space.

In 3Ds Max you can see those such gaps too.

Image from 3Ds Max 2014 in attach.

To avoid the seam on the neck you need to add common Normal modifier and unite normals of these parts.

 

Thanks, this really helps. "Different engine" is doing automatical normal recalculation during import, so this is reason, why it look better there.

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