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BrotherBlades

Strange texture lighting

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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:

house1.jpg

Can anyone suggest what I am doing wrong?

Cheers,

Blades

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Sahrp the edges, this should work. Just press Ctrl+a, then U on O2.

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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.

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Guest

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). smile_o.gif

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