Face Discoloration (Modeling in Max)
by Travis Evans · in Artist Corner · 01/23/2009 (7:32 am) · 3 replies
Hey guys. I've got, what I hope is a simple, problem. I've been playing around with TGEA and importing my models. But I've come across a small problem where a face or two is a different color/shade then the others. I've taken a screen as an example.

I do all my modeling in 3ds Max. I'm not sure exactly what's causing this discoloration. Maybe a vertex is not welded? I'm not sure. If any one has an idea what it may be, your input is more then welcome.
Thanks,
Travis

I do all my modeling in 3ds Max. I'm not sure exactly what's causing this discoloration. Maybe a vertex is not welded? I'm not sure. If any one has an idea what it may be, your input is more then welcome.
Thanks,
Travis
#2
01/23/2009 (1:00 pm)
Ya I would second the "normals" issues, I would reapply them and see if that does the trick for you.
#3
You can fix it by jumping into vert sub object mode (hotkey 1), drag select all the verts in the geometry and using the weld dialogue box. Set it to a small setting, such as .01. This will weld all overlapping verts. If you have a flipped normal, this will not work.
You can check for flipped normals by setting your default lighting to 1 light and panning around the model. Also, zoom inside the geometry and pan around inside to see if you have a face pointing inwards.
Another option is to apply the "edit normals" modifier to look at the direction the normals are facing.
However, I think the problem you are having is due to shading groups. You will find this in the polygon face subobject level. Scroll down your options panel to find the smoothing groups and assign the polygons on the same face to the same group. So on a box, you would want each face to have a different shading groups. However, on a car you would want all the polygons for the hood to have the same shading group.
Hope this helps.
Take care,
jeff
jeff@shinstudios.net
02/04/2009 (10:28 pm)
A quick way to check for gaps is to go your borders subobject mode (hotkey 3) and drag select the entire geometry. If anything is selected, you have a gap.You can fix it by jumping into vert sub object mode (hotkey 1), drag select all the verts in the geometry and using the weld dialogue box. Set it to a small setting, such as .01. This will weld all overlapping verts. If you have a flipped normal, this will not work.
You can check for flipped normals by setting your default lighting to 1 light and panning around the model. Also, zoom inside the geometry and pan around inside to see if you have a face pointing inwards.
Another option is to apply the "edit normals" modifier to look at the direction the normals are facing.
However, I think the problem you are having is due to shading groups. You will find this in the polygon face subobject level. Scroll down your options panel to find the smoothing groups and assign the polygons on the same face to the same group. So on a box, you would want each face to have a different shading groups. However, on a car you would want all the polygons for the hood to have the same shading group.
Hope this helps.
Take care,
jeff
jeff@shinstudios.net
Torque Owner DarqueLord