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So I started using 3D Via prtscrn and it works perfectly together with dolphin's texture dump which I didn't expect.
The reason why I prefer 3D Via is that it maps the textures correctly so you don't have to remap everything.

Now I have a small problem with the models in 3ds max.
As you can see, I had to make the ambient fully white to even see the model, or else it will be black.

On the other side, is when I render it. It's totally messy and things. I want to know how to fix it.

(Oh, and who can guess from which game this model is, gets a cookie Tongue)
Ah, should be an easy fix. Apply a "Normals" modifier, which will automatically flip the normals of your model to the outside.
That worked, thanks! Now I can start making the rips!
(05-18-2012, 04:48 AM)Friedslick6 Wrote: [ -> ]Ah, should be an easy fix. Apply a "Normals" modifier, which will automatically flip the normals of your model to the outside.
Another problem~!

Help please Sad
Are all the vertices welded before you unified the normals?
I did that, and it worked a little bit. Some parts were still transparent. Here are the original files. The files are for Super Shadow, but his problem is the same.
(05-19-2012, 06:38 PM)Random Talking Bush Wrote: [ -> ]Are all the vertices welded before you unified the normals?
I will take a look.
In this case unfortunately half of the model have a corrupted uvmap, so 3dsmax and other 3d app can view the textures correctly.
The black areas are the mesh without a uvmap:
[Image: test1ia.jpg]
So u need to remaps them.
About the meshes: They are fixable in some ways. One of them could be to esport them in another format and then reimport into max without the normals applyng the smooth group.

EDIT: If u want flip the normals of only some parts of the mesh directly into max, u can select the mesh by elements, then..right click and select Flip Normals Mode. So u can fix them manually.