Shadow Artifacts in Custom Model
Clockwerkd
Member Posts: 9
Hi, everyone,
I was wondering if anyone would be able to help identify the cause of a shadow artifact in a custom axe head model. See image below. It's manifesting as a long, narrow line
Also attached are the mdl files for the head of the weapon.
Any suggestions or insight would be greatly appreciated!
Thanks,
Clockwerked
I was wondering if anyone would be able to help identify the cause of a shadow artifact in a custom axe head model. See image below. It's manifesting as a long, narrow line
Also attached are the mdl files for the head of the weapon.
Any suggestions or insight would be greatly appreciated!
Thanks,
Clockwerked
0
Comments
waxpk_t_011.mdl loaded.
model waxpk_t_011 changed to classification ITEM
decimal snap applied to node positions and mesh vertices
tverts snapped to 1/512
tverts welded in [cylinder01,pickaxe_head]
*** bad pivot on pickaxe_head placed at bottom centre
Fixes made = 572
waxpk_t_011.mdl written.
waxpk_t_012.mdl loaded.
model waxpk_t_012 changed to classification ITEM
decimal snap applied to node positions and mesh vertices
tverts snapped to 1/512
tverts welded in [cylinder01,pickaxe_head]
*** bad pivot on pickaxe_head placed at bottom centre
Fixes made = 575
waxpk_t_012.mdl written.
CM3 adjusted models attached - try these and see if the issue is fixed.
waxpk_t_011.mdl loaded.
model waxpk_t_011 changed to classification ITEM
decimal snap applied to node positions and mesh vertices
tverts snapped to 1/512
tverts welded in [cylinder01,pickaxe_head]
*** bad pivot on pickaxe_head placed at bottom centre
Fixes made = 572
waxpk_t_011.mdl written.
waxpk_t_012.mdl loaded.
model waxpk_t_012 changed to classification ITEM
decimal snap applied to node positions and mesh vertices
tverts snapped to 1/512
tverts welded in [cylinder01,pickaxe_head]
*** bad pivot on pickaxe_head placed at bottom centre
Fixes made = 575
waxpk_t_012.mdl written.
CM3 adjusted models attached - try these and see if the issue is fixed.
waxpk_t_011.mdl loaded.
model waxpk_t_011 changed to classification ITEM
decimal snap applied to node positions and mesh vertices
tverts snapped to 1/512
tverts welded in [cylinder01,pickaxe_head]
*** bad pivot on pickaxe_head placed at bottom centre
Fixes made = 572
waxpk_t_011.mdl written.
waxpk_t_012.mdl loaded.
model waxpk_t_012 changed to classification ITEM
decimal snap applied to node positions and mesh vertices
tverts snapped to 1/512
tverts welded in [cylinder01,pickaxe_head]
*** bad pivot on pickaxe_head placed at bottom centre
Fixes made = 575
waxpk_t_012.mdl written.
CM3 adjusted models attached - try these and see if the issue is fixed.
waxpk_t_011.mdl loaded.
model waxpk_t_011 changed to classification ITEM
decimal snap applied to node positions and mesh vertices
tverts snapped to 1/512
tverts welded in [cylinder01,pickaxe_head]
*** bad pivot on pickaxe_head placed at bottom centre
Fixes made = 572
waxpk_t_011.mdl written.
waxpk_t_012.mdl loaded.
model waxpk_t_012 changed to classification ITEM
decimal snap applied to node positions and mesh vertices
tverts snapped to 1/512
tverts welded in [cylinder01,pickaxe_head]
*** bad pivot on pickaxe_head placed at bottom centre
Fixes made = 575
waxpk_t_012.mdl written.
I'd upload the models for you that CM3 spit out, but they won't let me attach files so here's the ascii text output
It appears that the pivot wasn't the cause. The revised model that you've posted also seems to have pulled the spikes away from the head of the pickaxe.
I've been combing through the model and am wondering if it's caused by the intersection of the spike and the head.
EDIT - After taking a look in GMax, I noticed that you had overlapping faces where the picks met the weapon head. I deleted the head face under each pick and rebuilt the intersection where each pick meets with the head. The mesh is now one continuous mesh, rather than what appeared to be two pick heads inserted into the head of the weapon.
https://drive.google.com/file/d/1Np94C7uxUOFNp6YZjj1kwBenbQ8C7_lV/view?usp=sharing
Note, its OK to haves meshes inserted into another BUT you'll want to keep such meshes as separate objects. Otherwise, when the engine tries to render shadows, you get strange artifacts.
It is also good practice to weld your tverts by applying the UVUnwrap modifier. In EDIT mode, select all the verts and hit CTRL+W (if using NWMax or NWGmax). I'm sure they have this feature for Blender, I just don't know what it's called.
Lastly, I have not been able to test the model, as I'd have to create a whole new baseitem type to do so. If the shadow artifact is still present, then try making a simpler "shadowbox" for the weapon head - a simpler version of the head that doesn't have as many sharp angles and has the render parameter set to 0, but the shadow parameter to 1. If you go this root, set the shadow to 0 on the original weapon head mesh. The shadow box is then parented to the original head mesh.
Thanks again for all of your help! I truly appreciate it.