Re: Model pimpage Thread
Posted: Fri Sep 19, 2014 12:27 am
Thanks Surfa, this will help I glossed over, I don't know these terms very well but I noticed something with object/tangent space. It seems object space must have every UV coordinate with their own defined space, no overlapping UVs.
I don't think that would be a problem for my roof, as there are no overlapping UV islands. I will keep this in mind for the future.
Excellent kraid cheers, I will try to understand.
Okay the first pipe I see that having more vertices gives source engine more information (more vertices) which can produce a better detailed shadow but I guess at a higher cost. I can do this if I use vertex lit on props by adding edgeloops, that is cool.
Thanks for this explanation, per pixel lighting sounds like the best option does this mean a prop with per pixel base one can use the HL2 flash light and the pipe/prop will still cast a shadow?
In addition can I ask if I had one junk bag prop and this junk bag was inside a dumpster prop covered with a door prop would the junk bag receive shadows from the dumpster and door cover prop? What would you use vertex lit or normal map lit? And on which prop Junk bag/dumpster/door cover?
So if I understand a model that uses per pixel lighting ( a normal map) it will receive light information and be lit correctly with the environment and other lights that is great.
Pipe 2 looks super detailed like it. Not sure if I have all this but cheers for the explanation.
This kind of goes with this topic in a way. I have created and textured a model, but I seem to see some strange shadows happening at one end of the pipe segment. I have deleted Double UVs, is this to do with the direction of the normals? or something else? Blender does not have normal edit direction, how can one fix this?
I don't think that would be a problem for my roof, as there are no overlapping UV islands. I will keep this in mind for the future.
Excellent kraid cheers, I will try to understand.
Okay the first pipe I see that having more vertices gives source engine more information (more vertices) which can produce a better detailed shadow but I guess at a higher cost. I can do this if I use vertex lit on props by adding edgeloops, that is cool.
Normalmaps on the other hand are lit on a per pixel base, but only respect actual light sources no shadows cast by props or bsp. This means your prop will be lit properly regarding environment lights and other light sources at the lighting origin of the prop.
Thanks for this explanation, per pixel lighting sounds like the best option does this mean a prop with per pixel base one can use the HL2 flash light and the pipe/prop will still cast a shadow?
In addition can I ask if I had one junk bag prop and this junk bag was inside a dumpster prop covered with a door prop would the junk bag receive shadows from the dumpster and door cover prop? What would you use vertex lit or normal map lit? And on which prop Junk bag/dumpster/door cover?
So if I understand a model that uses per pixel lighting ( a normal map) it will receive light information and be lit correctly with the environment and other lights that is great.
Pipe 2 looks super detailed like it. Not sure if I have all this but cheers for the explanation.
This kind of goes with this topic in a way. I have created and textured a model, but I seem to see some strange shadows happening at one end of the pipe segment. I have deleted Double UVs, is this to do with the direction of the normals? or something else? Blender does not have normal edit direction, how can one fix this?