Funky shading on object edited & re-imported into DS
Gator
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I have Merlin's Battle Blades, and I thought I'd tweak one of the blades. It lacked a groove, so I figured I'd add one. I exported it to Blender, added the groove, and re-imported it back in. I marked the outer edge of the groove as sharp in the OBJ file.
I know little about Blender, but a quick render with it and it appears to be doing exactly how I want it geometry wise. Bump and everything is too strong, but I don't care about how it renders in Blender.
Blender
Sword Shading Blender.jpg
971 x 552 - 43K
Post edited by Gator on
Comments
Daz Studio 4.9 with Iray
Does it do the same thing in 3Delight?
What does it look like if you set the viewport drawstyle to Wire Shaded?
Please post a screenshot of the model in wire-shaded mode so we can see the geometry.
OK, this is weird. It created these phantom edges or triangle faces that aren't there in the mesh. It renders OK in 3Delight but not Iray.
First pic, wire frame in DS. Second pic, wireframe in Blender. Last rendered with 3Delight.
Unfortunately, the way you made the groove in Blender is the cause...the faces that have more than 4 vertices (all those at the top of the groove) are not being triangulated nicely when brought into Studio.
I'd do full edge cuts both along and across the blade, like this...
Studio is particularly sensetive to n-gons and poorly triangulated geometry.
(and no, I didn't get the loops even...speed over accuracy....sorry)
OK, I'll try that, but in Blender they are all 4-sided faces, no n-gons.
They become n-gons. Then Studio will pretty much divide those up into the mess you see in the wireshaded mode...
Ahh, thanks. Yeah, that occurred to me as was thinking about it. Sorry I'm a newb when it comes to monkeying around with meshes.
I've actually been doing this (monkeying around with meshes) for 15 yrs or so...and I still mess up often enough. Throw in the idiosyncrasies of each program that will use the content and you can see how much of a mess it is. Because something that you can get away with in one will be totally wrong in a different program.
Thanks. Newbies just make mistakes a lot more often. I thought I'd subdivide sections saving myself verticies.
I'm seeing one of those idiosyncrasies. So I fixed it, I subdivided the entire blade. Again, I marked the groove edge sharp which is good with Blender. In DS it doesn't really seem to respect the sharp edge much if at all, the groove is much wider. I may try converting it to a subd mesh to see what difference that makes, but no time now to try that.
If you used edge-weights in Blender (if it supports them) then they won't be preserved by OBJ. Using FBX works going from Modo to DS so it may be worth trying. If the sharpness is something other than Open SubDiv edge-weighting then it won't, as far as I know, carry over to DS.
Blender just got OpenSubDiv, so I'm not sure of exactly what features it does support...
Also millighost has a dsf Blender exporter that can do rigged items and doesn't use the obj exporter, so it may work beter.
http://www.daz3d.com/forums/discussion/67464/getting-objects-from-blender-to-ds
OK, thanks again. How would you tell if the sharpness is preserved in DS?
This is interesting, using SubD did the trick. Two swords each image. On the left, export-import in FBX format. On the right, export-import in OBJ format.
First image is without SubD. Second image, I enabled SubD and set the render SubD level to 2. SubD got it to look more like I want (groove could be better I guess, but not too shabby).