![]() ![]() ![]() That is one area of your mesh that you want the vertices to NOT be connected to one another.Īlso, the UV mapping is.problematic, as well. You will need to mark the edges of that area sharp and use the Edge Split modifier. The problem with removing all the doubles, however, is that any sharp corners, such as where the main body of your mesh meets up with the circular part at the end of the mesh-the part that has the handle or whatever sticking out of it-will show a shadow since the game and Blender don't know how to light areas like that. It seems to me that doing this got rid of that bright area, though I'm not 100% sure how you intend for the texture to look. So, I selected the entire mesh (press A) then I removed the doubles by pressing W then choosing Remove Doubles. ![]() That's because those faces are connected to the rest of the mesh. You can also see where some of the faces are stretched. In this screenshot, I selected those faces and moved them upward so you can see how those faces are not connected to the rest of the mesh. Okay, so you're talking about how the top is a different color than the rest of the mesh? It's brighter than other areas? Well, those areas have vertices that are not merged with the vertices next to them. ![]()
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