uspring, shadows, normals and smoothing groups. - Page 2

uspring, shadows, normals and smoothing groups.

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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

FLOZi, you most certainly are smoothing based on vertex normal angles, if you're using tools like the ones I do. I am using UVMapper Pro, which is adjusting smoothing by vertex angles when I have translated the file to OBJ prior to final export from Rhino as 3DS. My workflow's a little bit different than yours, is all. Don't assume that just because I'm using 3DS as the final file format, that I'm using 3DS smoothing groups, because I don't. Now, that said, when everything's gone through the hoops, I tend to lose smoothing if I am not really very anal about keeping pieces separated first, so I've just gotten to the point where I expect to do do final smoothing in UpSpring anyhow, frankly.

At any rate, I have not seen any problems like this, Smoth, if I scale, then immediately save and re-open the file (er, I always do that because of the way UpSpring handles scaling) and then re-apply vertex smoothing. Tell ya what, send me the file and I'll take a look...
Last edited by Argh on 31 Jul 2007, 06:51, edited 1 time in total.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

You shouldnt have todo that just to scale it correctly in upspring.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

"Shouldn't have to" and "should do, if you want correct results" aren't the same thing here. Look, I never have any serious problems getting the results I want, and these are the methods I use.
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Pressure Line
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Joined: 21 May 2007, 02:09

Post by Pressure Line »

Argh is right, upspring scaling is downright weird.

the last step before my model is put into my objects3d folder is to do the vertex nomalising.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Argh wrote:"Shouldn't have to" and "should do, if you want correct results" aren't the same thing here. Look, I never have any serious problems getting the results I want, and these are the methods I use.
Imagine fi in photoshop whenever you scaled a selection you had togo into a menu and select some option or itd mess up the colours. Imagine the controversy.

I'd consider this a bug in upspring, not a UI quirk of upspring.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

*sighs* You can't pre-pose, you can't scale stuff... Were it not the only application capable of putting an s3o together, I would kill it. With fire.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

interesting, ok, so if you PRESCALE your parts you are fine but scaling changes things...

the hips down are prescaled the torso, arms, head, sheild and gun are scaled in upspring... notice the difference:
Did you hit Apply transform after scaling?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Argh wrote:FLOZi, you most certainly are smoothing based on vertex normal angles, if you're using tools like the ones I do. I am using UVMapper Pro, which is adjusting smoothing by vertex angles when I have translated the file to OBJ prior to final export from Rhino as 3DS. My workflow's a little bit different than yours, is all. Don't assume that just because I'm using 3DS as the final file format, that I'm using 3DS smoothing groups, because I don't. Now, that said, when everything's gone through the hoops, I tend to lose smoothing if I am not really very anal about keeping pieces separated first, so I've just gotten to the point where I expect to do do final smoothing in UpSpring anyhow, frankly.

At any rate, I have not seen any problems like this, Smoth, if I scale, then immediately save and re-open the file (er, I always do that because of the way UpSpring handles scaling) and then re-apply vertex smoothing. Tell ya what, send me the file and I'll take a look...
I'm not using tools like you are.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

argh the problem is that the way it recalculates the normals is funky and yeilds undesired results. By having the peices in the proper size and avoiding scaling I avoid the normals thing altogether. However, I shouldn't have to hit that button after I scale. My problem is simply that. It is a bug.

Yeah, I can see uses for that recalculate normals button but it yeilds undesired results when you have mixed geomitry.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

what's that? without scaling the model all is well?!??!

Image
(click for larger image)

OH LOOK AT THAT THE MODEL IS FINE! again, scaling is broken.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I've added a request for a renormalize normals function to the Upspring thread, I figure that's the issue here.
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