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Textures contrasting each other on model
3D Modelling 

I'm quite new to 3d modelling, especially with texturing and shading.  I've downloaded the ACNH cat models, and upon exploring the texture files for Bob (The purple cat with the flower shirt), I found that there are many different layers for each texture. For example, every face texture has a universal roughness, metallic and occlusion maps, as well unique albedo, CRV, specular and normal maps. No issue though, after Following Fluffy McMalamute's excellent advice on this thread, I learnt how to apply all those textures on the same material. 


After applying all the textures onto the materials, I found many of the materials don't blend with each other. To elaborate the model is split into 5 objects, the body ( which includes arms, legs, torso and back half of the head), the ears, the eyes (front upper quarter of head), the mouth  (front lower quarter of head) and the shirt. Because the head is split into 3 parts there are 3 different materials on the head. The Materials, whilst all aligned properly appear to be shaded differently and thus contrast each other. I've attached images below demonstrating what I've described. The underlined text labels what part of the head is what and I've pointed out where the contrast is. 
(Note, no contrast on ears as they share the same texture as the body)

I've also attached the shading setup below for reference. 
^Body Shading 
^Eye Shading
^Mouth Shading

Does anyone know how to mitigate this issue? any input is appreciated Smile 
Also, Does anyone know what to do with the mTops_EdgCod.png texture? it's super not important but I have no idea how to use it! 

Thanks for any help I really appreciate it  Shy
[size=1]same texture as the body)rs as they share the same texture as the body)[/size]

(Note, no contrast on ears as they share the same texture as the body)No                

(Note, no contrast on ears as they share the same texture as the body)
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I am having the exact same problem. Browsing this forum I came upon your post and want to share my findings.

To find out what's wrong it would be great to have a version of the model that is correct. Luckily we have that in the same download. The Collada (.dae) file looks wrong, but the .fbx file looks right. If you only need villagers from model resource then you can stop reading here, the fbx files are what you are looking for. If you want to fix other models you got from a model dump (like I do), then read on.

Comparing the 2 models I started looking through all the setting they have in common. Or more importantly, don't have in common. The only setting I found was the Custom Split Normals Data.

The .dae file does not have custom split normals.
The .fbx file DOES have custom split normals.

When you look at the split normals on the edge of the mouth and eye meshes you can see that on the fbx model they are nice and aligned, but on the dae model they stand apart.

When you turn off the auto smooth setting the normals are identical on the 2 models, and the textures are bad on both as well. This also happens when you clear the custom split normals data on the fbx file. 

I have no idea how to fix this. I've been spending most of the day on this issue and will continue trying to fix this in the weekend. If you've fixed it already please let me know!
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Yeah collada isn't good for weird custom normal stuff, you'll need to use fbx or gltf for that.
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(12-09-2021, 04:56 PM)Nooga Wrote: Yeah collada isn't good for weird custom normal stuff, you'll need to use fbx or gltf for that.

Would you happen to know how to work around this problem when all you have is a dae file? Is there a way to convert to a fbx or gltf from collada which will fix the split normals?
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