looks fine but dark!

Bright but the vertex normals are wonky!

Is there away to correct the model brightness and not get these ugly wonky normals?
p.s. the images are links to larger versions.
Moderators: MR.D, Moderators
That's not a perfect tool though, f.ex on the M8 Greyhound in S44, the barrel requires 60 or greater to smooth, but that will smooth the geometry on the sloped angular front, which should have hard edges.Pressure Line wrote:i noticed the same thing.
try selecting all objects and "recalculate vertex normals 3do style" i use 75 degrees...
you can recalc the vertices seperately per object. try using "selected objects" instead of "all objects"FLOZi wrote:That's not a perfect tool though, f.ex on the M8 Greyhound in S44, the barrel requires 60 or greater to smooth, but that will smooth the geometry on the sloped angular front, which should have hard edges.Pressure Line wrote:i noticed the same thing.
try selecting all objects and "recalculate vertex normals 3do style" i use 75 degrees...
I suppose adding another step in would be annoying; I can't really help it as Rhino 2's poly modelling tools are very limited, its much easier to do it in UU.
Those are all the ones up there...hopefully one of em works.changelog wrote:Changes for 1.54
----------------
- Texture image handling rewrite,
this fixes the reduced image quality of textures in previous versions.
- Added new mode of normal calculation, which allows a maximum smoothing angle.
Changes for 1.53
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- Added 3DO to S3O converter.
Colored faces do not work well yet, and DevIL reduces image quality
, but it might still be useful if you want to retexture an old 3DO model.
Changes for 1.52
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- Fixed OBJ normal loading (No idea how it got messed up .. )
- Fixed some crashbugs related to empty objects.
Changes for 1.51
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- Fixed rotating objects in viewport (It switched angles to NaN)
Changes for 1.5
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- Fixed wrong lighting in X-direction for exported S3O models
- Undo/redo support + History viewer (Called Undo buffer viewer)
- Lighting unlockable from camera
- Fixed weird lighting when using untextured solid rendering
- Fixed "add empty"
- Fixed and improved "Set S3O texture dir"
- 3DS smoothing groups are used when 3DS files are imported.
Changes for 1.44
----------------
- Rewritten the sloppy S3O texture handling. Hopefully this will result in less crashes.
- 3DS support rewritten using lib3ds
- A lot of internal refactoring of geometry code
Changes for 1.43
----------------
- Objects can be mirrored by entering negative numbers for scale
- BVH import script added
Changes for 1.42
------------------
- Fixed UV importing
- Fixed OBJ export, it now exports the full model instead of only the root object
- Fixed object replacing
Changes for 1.41
-----------------
- Manual-entering method added for moving the origin
Changes for 1.4
-----------------
- Basic animation support,
- Lua scripting
- Origin-move tool
- Texture names shouldn't be changed for 3DO models, but it still has to be tested
- 3DO texture rotate
- Object swapping, can swap any pair of objects including parent/child
- Rewritten rotation code, using quaternions
- Rotator dialog, supports relative rotation and absolute rotations
- Fixed transformation errors in saving
Argh wrote:I use the 3DO smoothing, and go on a piece-by-piece basis. What you're describing is why I had Jelmer add that to the last version of UpSpring in the first place.
It acts, for all practical intents and purposes, exactly like applying smoothing in any other 3D application. The amount of degree, btw, is the amount of difference between vertex angles before Spring will treat it as "rounded", and shade accordingly- therefore, for strongly-rounded objects, you want to use a value of 85+, for very harsh, polygonal surfaces, use a very low value, and fiddle in-between for things that have a combination of curves and straights. If you're having serious issues with a particular area of a model (say, the intakes on that flying commander of yours, which should be really clean, not foggy), then when exporting, export that part as a separate Piece so that you can apply a different smoothing value.
Actually, you aren't.Argh wrote:Not really. Takes maybe 2 minutes to apply and test in UpSpring, on average. And you're going to apply angular vertex values to objects you smooth, no matter what you're using, so ya might as well do it in the application you're using for final export. And, um, 3DS doesn't preserve smoothing when imported into UpSpring, but it preserves object hierarchies, so I don't use anything else- importing an OBJ piece-by-piece is a terrific waste of time, frankly.
But it isn't right argh. It imported fine before it was "fixed"Argh wrote:Not really. Takes maybe 2 minutes to apply and test in UpSpring, on average. And you're going to apply angular vertex values to objects you smooth, no matter what you're using, so ya might as well do it in the application you're using for final export.
hey, if you want to help me buy a copy of 3ds for like oh... 100$ I may be game but it is a bit too expensive as it is now.Argh wrote: importing an OBJ piece-by-piece is a terrific waste of time, frankly.