View Full Version : Strange texture lighting
BrotherBlades
May 27 2004, 12:38
Hi,
I have a strange texture lighting problem on a building I am making. I built the building using 3 boxes, stacked on top of each other. I then textured the boxes individually. The problem is that when lighted the tops of each of the boxes are brighter on some sides of the buildings- meaning you get annoying bright spots in between the floors of the building. Check out the pic below:
http://86th-ofp-airmobile.com/pics/house1.jpg
Can anyone suggest what I am doing wrong?
Cheers,
Blades
Xanthus
May 27 2004, 12:55
Sahrp the edges, this should work. Just press Ctrl+a, then U on O2.
Footmunch
May 27 2004, 15:43
When you light a rectangular box, the shape will try to smooth
the lighting across the edges. So, the face normal will look
like:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
¦
¦
¦
---- *
\
\
\
[/QUOTE]
There are two ways to fix this: either select the two points
that make up the edge, and hit U. This will 'sharpen' the edge
so that two normals are produced:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
¦
¦
¦
---- *------
¦
¦
¦
[/QUOTE]
Or, delete the hidden face (in your case the horizontal face
at the top and bottom of the boxes). Select all the points
that make up the face and hit D. You could also merge the
points for the top of the lower box and the bottom of the
upper box.
Then, looking down on the house, you will have:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
\ /
\ /
\ /
*-----*
¦ ¦
¦ ¦
¦ ¦
*-----*
/ \
/ \
/ \
[/QUOTE]
Select all four 'columns of vertices at a time, and hit U on
them. This will get you this:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
¦ ¦
¦ ¦
¦ ¦
--- *-----*---
¦ ¦
¦ ¦
¦ ¦
--- *-----*---
¦ ¦
¦ ¦
¦ ¦
[/QUOTE]
And, your house will have 'sharp' transitions at the corners.
Basically, every edge that has an angle between the faces of
>=90 degrees should be sharp. The shading shows up quite
well in 'Dozer if you select any single face, and look at the rest
of the model in the same red colour.
If you make a mistake, hit I to go back to a smooth face.
Something else to watch for is hidden faces that affect the lighting. If you have 3 boxes that are made of 8 points and 6 faces each, then 5 of those faces will never be seen. It is well worth removing these faces.
Hard to explain in words, but it is worth just for your own learning to try removing these faces before you sharp the edges so you can see the difference.
But yes, you also need to sharp the edges (and recalculating normals is also good practise). http://forums.bistudio.com/oldsmileys/smile_o.gif
BrotherBlades
May 27 2004, 20:51
Thanks guys!! That solved my problems http://forums.bistudio.com/oldsmileys/smile_o.gif
Cheers,
Blades
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