please could someone help me? I've after long time of peace again encountered a very persistent tangent problem. I hate XSI... or my modelling skills. Or both.
Problem is as follows: the tangent map looks fine in XSI. The vertex normals are angle-weighted vertex normals generated with MeshLabs. Also they are normalised. Mesh uses its own set of UVs, based on a cubic projection and then refined.
In Sins the model is lighted 90 degrees off - if the light comes from the side, the model is lighted from behind. Also the selfshadowing is completely off
I'm grateful for any help or advise.
Tangents in XSI are evil. Sadly I usually resort to redoing them again if I get a weird issue like this where XSI shows one thing and Sins shows another. Maybe Lavo, MyFist, or Max might have more insight if you track them down.
Thanks. I already redid them once including recalculating the normals.
lat time I had this problem it went away after starting a new game. This time it didn’t work.
the first time I had this I had to redo the complete model.
I wish someone could tell me what the reason for such problems is. I hate the xsi/sins combo
Use Property-UItimapper, then Scene-Material-Simple-Tangent 45>180 and can export model, shadows look like normal
Not sure what you want me to use the ultimapper for. And what is Scene-Material-Simple-Tangent 45>180?
Do you mean I need to change the TangentOp2 Smoothing from 45 to 180? That would change the behavior how light bleeds from one poly to the next. If you like to assist may I send you the file in question and you send me back the corrected XSI file so that I can see what needs to be done?
Ok, send me xsi file
Semt it, forgot subject though.
I am so stupid!! I forgot to copy the red channel of the normal map to the alpha channel.
Wow, I had no idea it could make that big of a difference.
seems drastic, doesn’t ist? But if we equate different grayscale values to different vector strength then having everything white throws the light equation off by quite a huge amount
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