As the title says, what causes this? I tried blueprint modeling today just to see how it is and I got this problem..
Heres the wireframe..
As you can see, in the left its a nice crisp edge, where bottom right its like that.. im stuck as Ive tried aligning them and moving with no success.
Is there a certain way to keep it from doing that or ?
Re: [?] What causes this
Posted: 2012-06-23 05:35
by Doc.Pock
try deleting the smothing group there.
Re: [?] What causes this
Posted: 2012-06-23 06:54
by lucky.BOY
If you dont need any smooth edges, you can delete all smoothing groups. Basically put all polys that you want to look like one smooth surface into one smooth group. And polys that you want a sharp edge between cannot share a smoothing group.
Out of curiosity, is that going to be a highpoly?
PS: Have fun on your summer holiday
Re: [?] What causes this
Posted: 2012-06-23 12:41
by CTRifle
lucky.BOY wrote:If you dont need any smooth edges, you can delete all smoothing groups. Basically put all polys that you want to look like one smooth surface into one smooth group. And polys that you want a sharp edge between cannot share a smoothing group.
Out of curiosity, is that going to be a highpoly?
PS: Have fun on your summer holiday
Alright thanks, Ill look into it, and yes itll be a high poly, im trying to model a aircraft carrier, well the shell of it atm. Also thanks! Hope you have a good summer too, its a bummer Ill be gone and wont get to see any progress here but oh well
Re: [?] What causes this
Posted: 2012-06-23 14:09
by Rhino
Out of curiosity, do you fully understand what a high poly model is? It isn't a model that has simply got a lot of polys, its a model that is too detailed to be used ingame, and is only used to bake normal/ao etc maps onto a low poly model.
While an aircraft carrier model is yes, a model with a lot of polys, that doesn't make it a high poly model.
But as for your problem, this video might help you with understanding smoothing groups, which btw for a HP model, the entire model should be set in smoothing group 1 in most cases, since you have all the edges rounded off etc.
Also FYI, it isn't really workable with BF2 to make a entire aircraft carrier as a high poly model, and then baking all its normals etc onto a low poly model, as that simply doesn't agree with BF2's texture palettes system, and in order to do it you would need a hell of a lot of sheets to cover the entire aircraft carrier, which wouldn't be worth it when you could tile individual textures other large parts like you should be doing for such a large object.