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[solved] Blender to Studio normal oddness
Posted: 16 May 2013 12:47 PM   [ Ignore ]
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using Blender 2.67 into Studio 2.6 64 bit
when I export this model from Blender I see the surfaces are showing weird.
The normals appear to be facing out in Blender and I’ve tried recalculating then flipping the recalculating and flipping again but they still look messed up. Has anyone seen this and is there a fix?

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Posted: 16 May 2013 01:03 PM   [ Ignore ]   [ # 1 ]
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I’m obviously being dense - which is the normal problem? I see some shading oddities, but they may be down to having smoothing on or at too high an angle.

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Posted: 16 May 2013 01:17 PM   [ Ignore ]   [ # 2 ]
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I don’t know if it is, but the rest of the model doesn’t behave like that in the preview window.

closeup of the roof shows the shading or normal issue, closeup of the house does not.
it’s evident in the render as well. It could be a shading thing, i don’t know, I don’t have any lights in this scene.

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Posted: 16 May 2013 01:33 PM   [ Ignore ]   [ # 3 ]
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Try turning smoothing off. If the corners of the roof are welded and those of the house aren’t you would get that difference - smoothing is the sahding DS applies to try to hide the polygonal nature of the mdoels, but sometimes it gets confused with hard surfaces.

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Posted: 16 May 2013 02:09 PM   [ Ignore ]   [ # 4 ]
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that was it! thank you!
I never touched that feature before but it make’s perfect sense.

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Posted: 16 May 2013 03:51 PM   [ Ignore ]   [ # 5 ]
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The only caveat I’ll add is that you can’t apply displacement to split or unsmoothed edges (or you couldn’t, anyway - I haven’t tried recently). If you want to be able to displace you have to keep the edges smoothed and attached, with a tiny bevel so that there’s something for the smoothing to do without spilling onto the flat surfaces.

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