Seam Lines (Projected Textures)

Started by SpAM_CAN, February 15, 2016, 05:28:31 PM

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SpAM_CAN

Hi there! Using WallWorm Pro for my Portal 2 engine game, and I'm having a weird issue wherein seams of polygons are drawn in projected texture flashlight shadows on objects exported from 3DS Max (does not occur on Valve's original models). Smoothing groups and materials are set up, and there are no gaps between these polys in 3DS. (Screenshots demonstrating this issue are below)

http://puu.sh/n9kmF/720b70f795.jpg
http://puu.sh/n9knM/b4b5706673.jpg
http://puu.sh/n9knx/beaa0c11da.jpg
http://puu.sh/n9kmm/8661f34816.jpg

Any idea how to fix this issue?

wallworm

It's hard for me to tell if this is a normal problem or a texture problem without more info.

If it's a normal problem and you are using WW Pro, make sure that your global WW model exporter setting is set to WW Pro and then make sure your WWMT helper is set to use Explicit Normals. This should solve any problem with normal. When using the WW Pro SMD exporter setting, explicit normals is almost always the best setting. This is because some models have unwelded verts that can make smoothing groups not work... and when using explicit normals that should not be an issue.

If it's a texture issue, it could be that the textures don't have enough padding and the mipmapping causes the textures to show the area outside your textures.

SpAM_CAN

Gave re-exporting with explicit normals on WW Pro a go, and no change. It's not a texture issue as it doesn't occur when a projected texture isn't laid upon it (and they're used pretty heavily for flashlights and dynamic environment lighting and such). No flashlight: http://puu.sh/n9Rf4/c0ef11d7a7.jpg

wallworm

You'll have to email me a scene with a prop that has this issue. Send the one that you notice the problem most.

SpAM_CAN

Sent it along using the contact form, thanks!

wallworm

I took a look at the file. While I didn't compile it into game, I have some thoughts on the problem.

The normal look to be a little wonky. You can visualize the normals that the smoothing groups create by adding an Edit Normals modifier. I've highlighted some example areas that might cause problems.



I'd suggest using Editable Poly instead of editable mesh for editing the mesh, as it generally has better tools. Also, I noticed that the smoothing immediately changes if you convert it to an editable poly. I'd convert to editable poly and re-export and see if the normal are then how you want.

I noticed that there are several vertices that around each of the dents in this mattress object (on top, bottom, right and left) that create some awkward polygons. These are located where the encircled normal are in the screen shot above.

Hopefully this is helpful in solving the issue.

SpAM_CAN

Whoops, I'd converted it to editable mesh as an attempt to sort the issue; was previously using editable poly. I don't know where those bizzare little spikes around the edges of the dimples came from, so I've recreated the prop... aaaaand... they're still there. The normals aren't messed up as far as I can tell. It might be a problem with the engine side, so I'll just have to put up with it. Thanks for the help though!

wallworm

The file you sent didn't include the textures, so I couldn't test the other culprit: Edge Padding.

Quote from: SpAM_CAN on February 16, 2016, 04:01:01 AM
It's not a texture issue as it doesn't occur when a projected texture isn't laid upon it ...

You may be correct, but I'd take a look at the padding. The same kind of affect appears often with models as you move away from them if the texture wasn't baked with enough padding.

SpAM_CAN

I've had just a flat colour on the model earlier and the seams were still present - I should probably pad the UVs out a little more though regardless

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