BrotherBlades 0 Posted May 27, 2004 Hi, I have a strange texture lighting problem on a building I am making. I built the building using 3 boxes, stacked on top of each other. I then textured the boxes individually. The problem is that when lighted the tops of each of the boxes are brighter on some sides of the buildings- meaning you get annoying bright spots in between the floors of the building. Check out the pic below: Can anyone suggest what I am doing wrong? Cheers, Blades Share this post Link to post Share on other sites
Xanthus 0 Posted May 27, 2004 Sahrp the edges, this should work. Just press Ctrl+a, then U on O2. Share this post Link to post Share on other sites
Footmunch 0 Posted May 27, 2004 When you light a rectangular box, the shape will try to smooth the lighting across the edges. So, the face normal will look like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">    ¦    ¦    ¦ ---- *     \      \       \ There are two ways to fix this: either select the two points that make up the edge, and hit U. This will 'sharpen' the edge so that two normals are produced: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">    ¦    ¦    ¦ ---- *------    ¦    ¦    ¦ Or, delete the hidden face (in your case the horizontal face at the top and bottom of the boxes). Select all the points that make up the face and hit D. You could also merge the points for the top of the lower box and the bottom of the upper box. Then, looking down on the house, you will have: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> \          /  \        /   \      /   *-----*   ¦     ¦   ¦     ¦   ¦     ¦   *-----*   /      \  /        \ /          \ Select all four 'columns of vertices at a time, and hit U on them. This will get you this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">   ¦     ¦   ¦     ¦   ¦     ¦ --- *-----*---   ¦     ¦   ¦     ¦   ¦     ¦ --- *-----*---   ¦     ¦   ¦     ¦   ¦     ¦ And, your house will have 'sharp' transitions at the corners. Basically, every edge that has an angle between the faces of >=90 degrees should be sharp. The shading shows up quite well in 'Dozer if you select any single face, and look at the rest of the model in the same red colour. If you make a mistake, hit I to go back to a smooth face. Share this post Link to post Share on other sites
Guest Posted May 27, 2004 Something else to watch for is hidden faces that affect the lighting. If you have 3 boxes that are made of 8 points and 6 faces each, then 5 of those faces will never be seen. It is well worth removing these faces. Hard to explain in words, but it is worth just for your own learning to try removing these faces before you sharp the edges so you can see the difference. But yes, you also need to sharp the edges (and recalculating normals is also good practise). Share this post Link to post Share on other sites
BrotherBlades 0 Posted May 27, 2004 Thanks guys!! That solved my problems Cheers, Blades Share this post Link to post Share on other sites