Author Topic: [Tutorial]Efficiency in Blender  (Read 8046 times)

Are you going to answer me or am I just a pagebumper D:

Alright..... The cube trick didnt fix the shading.
Then you may have a UV texture or backfaces

Then you may have a UV texture or backfaces
I did NOT UV map it. also, The backfaces only makes the lighting backwards, not super-contrasty and crappy. Its really contrasty and the trick has fixed it before with different models. Without making me have to re-color (U/V map)it.



Then you may have a UV texture or backfaces
Elaborate, what do you mean by "I may have a UV texture" Its not a backface problem the lighting isnt backwards, only super-contrasty and looks like stuff. Ive tried the cube trick several times consecutively and it didnt work either time. I select the cube first and then the mesh to keep the parenting and name, is that a problem?

Edit: Nevermind, thats exactly what it was. You should specify that you have to select the part of your model FIRST and THEN select the cube, Im sure that Im not the only one who was confused with that.
« Last Edit: July 17, 2010, 04:24:24 PM by takato14 »

No, but quads are generally easier to work with when selecting things and when looking in edit mode. Having a ton of lines caused by triangle squares is more annoying than just a square.
Wait, so changing tris to quads has NO effect on the model's poly count in-game?

Wait, so changing tris to quads has NO effect on the model's poly count in-game?
No, but it removes triangulation in game I believe.

No, but it removes triangulation in game I believe.
Meaning when you see the outlines of the triangle geometry on the shading of the model?

Meaning when you see the outlines of the triangle geometry on the shading of the model?
Yea, it removes that.