- Apr 8, 2013
- 491
- 323
I investigated the ducks in the bath.
Bad UVs cant be compensated from normals. This leads to bad tangents and this in turn leads to those black patches.
One face is selected, but in the UV editor you can see that the UVs were projected. This projection caused the UVs to form a line instead of a face in the UV map. So this is insufficient for computing tangents in Sb3UGS with the "Normals..." dialog.
The only chance is to let a professional part build the tangents. In this example
I had imported the ducks, and exported them unchanged with Maya. But the tangents were excluded from the export. In this case Sb3UGS uses the FbxSdk to compute new tangents. See the message in the Log window! Then the ducks were replaced with "Replace" for normals option (this option handles the tangents as well).
Without Maya you can create the same result with an OBJ export. OBJ retains the normals, but doesn't include any tangents. Therefore, Sb3UGS computes them with the same library.
Bad UVs cant be compensated from normals. This leads to bad tangents and this in turn leads to those black patches.
One face is selected, but in the UV editor you can see that the UVs were projected. This projection caused the UVs to form a line instead of a face in the UV map. So this is insufficient for computing tangents in Sb3UGS with the "Normals..." dialog.
The only chance is to let a professional part build the tangents. In this example
I had imported the ducks, and exported them unchanged with Maya. But the tangents were excluded from the export. In this case Sb3UGS uses the FbxSdk to compute new tangents. See the message in the Log window! Then the ducks were replaced with "Replace" for normals option (this option handles the tangents as well).
Without Maya you can create the same result with an OBJ export. OBJ retains the normals, but doesn't include any tangents. Therefore, Sb3UGS computes them with the same library.