Talk:Nitrus Brio

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Normals issue

It seems like some normals are splitted. For a better lighting effect, I recommend unifying all its normals. Also there's some UV map errors on the feet and on the suit. Make sure you import the model in 3ds Max with Centimeters scale rule and export with Inches, to prevent the 0.3937x scale error, which doesn't make a very good lighting effect. —Atlas (talk) 14:43, 23 June 2016 (UTC)


Thanks for the advice, I realised the lighting was off however didn't know how to fix it. How do I unify all the normals? I assume you're talking about the eyes, the model is split into two seperate objects, the eyes and the body and when I apply a normal modifier and select unify normals nothing seems to happen.

--Slawter (talk) 20:39, 23 June 2016 (UTC)

Ah, about that, just use the threshold button and it will unify all the normals with common (near) vertex points. If some vertices aren't welded (they're in splitted for each polygon), use Vertex Weld to fix this too. —Atlas (talk) 20:57, 23 June 2016 (UTC)
I've re-imported the model in centimeters and exported in inches as well as unified the normals. I don't see much of a change in the lighting though it did fix the issue with the eyes looking like a seperate object from the face so I've updated the download link with the updated model. I was hoping editting the normals would fix the issue I've been having when trying to import models into Driver.szs, but unfortunately it did not. On all of the imports I've done at certain angles the model either looks corrupted or a bit off. For this model the head (excluding the eyes) turn green at certain angles, have you encountered anything like this before and do you know how to fix it. Thanks again.

--Slawter (talk) 00:59, 24 June 2016 (UTC)