Fallen Guardian Posted January 23, 2014 Share Posted January 23, 2014 I was messing around with heads in KotOR 2, mulling over which ones I could reskin well enough to make unique characters that were hard to tell who they originally were. I took a look at Trask's head and found weird triangular shadows at the corners of his eyes, that only appeared depending on how the light hit the model. Here's a screenshot: Show spoiler (hidden content - requires Javascript to show) Does anyone know of a way I could fix this? Link to comment Share on other sites More sharing options...
LDR Posted January 23, 2014 Share Posted January 23, 2014 I think maybe that's just how the uv-map is when applied to the model. Maybe due to the model shape? Link to comment Share on other sites More sharing options...
Sithspecter Posted January 23, 2014 Share Posted January 23, 2014 Seems like a smoothing issue to me. Link to comment Share on other sites More sharing options...
DarthParametric Posted January 23, 2014 Share Posted January 23, 2014 Yeah it's a mesh issue of some sort. Those are single polygons you are seeing there. Check the smoothing, as Sithspecter suggested. Also check whether those polys have been detached from the rest of the face. Link to comment Share on other sites More sharing options...
redrob41 Posted January 24, 2014 Share Posted January 24, 2014 Yeah it's a mesh issue of some sort. Those are single polygons you are seeing there. Check the smoothing, as Sithspecter suggested. Also check whether those polys have been detached from the rest of the face. From the models I've worked with in TSL, this seems to be the case. There are a lot of detached polys with their uvw mapped in weird places. Often there are verticies that aren't joined, and that's where you get a little line (usually down the middle of faces, sometimes around the nose-eyes-eyebrow areas like on Trask there) where the background is peeking through. I don't know how Obsidian could mess up so many of the existing head models (like Trask and Bastila). Link to comment Share on other sites More sharing options...
aadrenter Posted January 25, 2014 Share Posted January 25, 2014 From the models I've worked with in TSL, this seems to be the case. There are a lot of detached polys with their uvw mapped in weird places. Often there are verticies that aren't joined, and that's where you get a little line (usually down the middle of faces, sometimes around the nose-eyes-eyebrow areas like on Trask there) where the background is peeking through. I don't know how Obsidian could mess up so many of the existing head models (like Trask and Bastila). It's actually also like that in the first KotOR. You'd think they might have fixed stuff like that. And it is multiple vertices that aren't joined, just checked model in gmax. Link to comment Share on other sites More sharing options...
DarthParametric Posted January 25, 2014 Share Posted January 25, 2014 KOTOR has some of the most terrible UV mapping in the history of gaming. You have to wonder if some of it wasn't done by some intern or something. As to detached polys, there really should be no reason to physically detach them, even when breaking out the UVs of a couple of polys on their own (like the beauty spot on the cheek of that one female player head in TSL). It could be that NWMax is causing the issue. It was always somewhat flaky. Or the conversion into an ASCII model. I can't see any logical reason why the originals would have detached polys like that. Link to comment Share on other sites More sharing options...
Quanon Posted January 26, 2014 Share Posted January 26, 2014 Think NWmax and MDLops somehow 'cut' the models following the UVWmap. With my own models the UV always get messed up, untill you slice and break up your model into differant parts. It's just plain annoying. Link to comment Share on other sites More sharing options...
DarthParametric Posted January 26, 2014 Share Posted January 26, 2014 Yeah, looks like the 2 polys at the outside corner of the eye are detached (both from the rest of the face and each other). It's the same in both the K1 and TSL models. Also the poly at the inner corner of the eye, although being so small and in that position that one is probably not really noticeable. Link to comment Share on other sites More sharing options...
Fallen Guardian Posted January 26, 2014 Author Share Posted January 26, 2014 Thanks all for your replies. Yeah, looks like the 2 polys at the outside corner of the eye are detached (both from the rest of the face and each other). It's the same in both the K1 and TSL models. Also the poly at the inner corner of the eye, although being so small and in that position that one is probably not really noticeable. I'm not very skilled or experienced in modeling, but if the procedure to fix this is pretty basic I'd probably be able to do it. How would I got about fixing it? Link to comment Share on other sites More sharing options...
aadrenter Posted January 26, 2014 Share Posted January 26, 2014 Thanks all for your replies. I'm not very skilled or experienced in modeling, but if the procedure to fix this is pretty basic I'd probably be able to do it. How would I got about fixing it? I think the problem here may be very similar to my problem adding helpers to this model. The solution is to weld the vertices but I think you will likely run into the same problems I did recompiling. Maybe you can make more sense of the stuff redrob linked to me than I seem to be able to! http://www.lucasforums.com/showthread.php?t=213460 If this can be figured out then so can helpers Link to comment Share on other sites More sharing options...
harIII Posted January 28, 2014 Share Posted January 28, 2014 Rather than welding the vertices together, could you just place two vertices in the exact same location? Say make both located at 3.873, 8.325, and 1.294? Link to comment Share on other sites More sharing options...
DarthParametric Posted January 28, 2014 Share Posted January 28, 2014 The verts are already in the same location. Those polys were just detached during the conversion/import process (thereby duplicating the verts). The verts need to be welded to repair the broken shading. Link to comment Share on other sites More sharing options...
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