Question regarding strange artefact (Hexagon->Studio)
Hemi426
Posts: 212
Hi,
it's been a while, but I recently fired up hexagon to build some simple facing brick tiles. It's basically some cube primitives scaled in x,y and z and offset with minor deviations in translation and rotation. I UV-mapped them also in Hex. I also checked the normals.
When I export those as OBJ und import them into Studio, I get strange shading display in the preview and two tiles also look significantly darker in the rendered image. Any idea what could cause this? I have attached screenshots from Hexagon and Studio...
Any help would be greatly appreciated!
studio.jpg
925 x 1024 - 48K
hexagon.jpg
1350 x 1009 - 93K
Comments
Are they just one polygon per face? You may need to eithre adjust the smoothing angle in Surfaces (or turn smoothing right off) in DS or bevel the edges in Hexagon. By default DS will try to shade the transition to smmoth the trasnition out (that's why the humans and clothes don't look as blocky as they should).
Yes, it's a single polygon per face. Thank you very much for the hint! I'm gonna try that when I get home tonight.
Smoothing should be turned down for hardsurface type of objects.. but even still, it's strange that it's overshading just those two blocks. It could be a problem with the model, but I'd have to take a look at it to know for sure.
Actually turning off smoothing in the surfaces tab did the trick. But I was also surprised that the problem only appeared on two of the primitives (they are all just copies of the first one). I will post pictures tonight (rendered and wireframe).
Anyway: Thank you!
Here's a pic of the mesh (not mouch to see though)
I have also created morphs to straighten the interlocking parts on both sides (in case you need a straight edge). It's uvmapped, but the tiles are spread randomly on the texture to get the random effect.
Here rendered with a procedural texture:
And here with a slate image as texture