Where would I see that?have you looked at the vertex normals? not the polygon/face normals, but the vertex normals? If you post the obj i can show ya.
Where would I see that?have you looked at the vertex normals? not the polygon/face normals, but the vertex normals? If you post the obj i can show ya.
depends, what software are you creating it with?Where would I see that?
Well, I made it in Blender, and I am porting it to Daz and Unity/HS. So far, only iRay is having an issue.depends, what software are you creating it with?
hmmm I don't know how to do it in blender since im in max, but there should be some tool to access to vertex normals like so:Well, I made it in Blender, and I am porting it to Daz and Unity/HS. So far, only iRay is having an issue.
I am not sure what you mean by split ends, but I found it, and why I didn't know that one, we have 2 versions, Face Orientation (shows blue or red, blue being outside), or the display normals thing you are showing me with the pins. I am using both here.hmmm I don't know how to do it in blender since im in max, but there should be some tool to access to vertex normals like so: View attachment 5432259
basically once you do that - look at the problem area and try and unify some of the split ends.
Oh no, I should have been more clear, it's not that there are 'issues' per se - Ive had meshes that are totally fine and by the book and daz still messes them up. What I'm suggesting is to use that and play with them a bit and see if that changes the image in daz - then you know it's related to that. If it changes nothing then the issue is something else.I am not sure what you mean by split ends, but I found it, and why I didn't know that one, we have 2 versions, Face Orientation (shows blue or red, blue being outside), or the display normals thing you are showing me with the pins. I am using both here.
View attachment 5432306
That said, I don't really see any issues.
Maybe you can?
Those buttons change where the lines project from.Oh no, I should have been more clear, it's not that there are 'issues' per se - Ive had meshes that are totally fine and by the book and daz still messes them up. What I'm suggesting is to use that and play with them a bit and see if that changes the image in daz - then you know it's related to that. If it changes nothing then the issue is something else.
Again, I dont know blender, but first thing id try is unifying the vertex normals, I imagine it's one of these buttons:
View attachment 5432333
That'll combine the two constituent parts at an edge.
ahhh damn sorry then hopefully someone knows more about blender.Those buttons change where the lines project from.
You can do all three.
View attachment 5432338
Can't seem to find anything about unifying normals though.
The only time I have ever had something like that, was when I used a boolian to cut holes, without fixing the geometry after that. The easiest way to fix that, was to triangulate it, but it seems you have already done that in this case. Unless your left one is the issue and not the right, then the ngon could be the problem there. Hell, let me try that.ahhh damn sorry then hopefully someone knows more about blender.
But if it's any consolation - basically what you're describing has long since been an issue for me as well with importing models I've made into daz, things that should otherwise be smooth surfaces get weird artifacts in daz, and I would also love to know a concrete solution.
-some seatbacks i was working on:
View attachment 5432573
View attachment 5432576
I do know exactly what you mean with booleans which is why i stopped using them period and cut holes by hand manually, they always leave sloppy mixed edges that end up taking more time to fix than the other way; but yeah, in that case it wasnt a boolean. It seems to happen for me absent n-gons as well, basically everytime there's a high density region next to a low density daz acts up. But this is a pain because it means the entire object must waste polygons on wide open spaces to match tight corners.The only time I have ever had something like that, was when I used a boolian to cut holes, without fixing the geometry after that. The easiest way to fix that, was to triangulate it, but it seems you have already done that in this case. Unless your left one is the issue and not the right, then the ngon could be the problem there. Hell, let me try that.
Nope, didn't help me this time here. There are no inverted faces like that. I just don't get it. lol
Oh well, thanks for trying.![]()
Yeah, that particular one, I was engraving text, but that was a mess, and it's way better to do that with normals/bump maps instead. Redid that locket several times. lolI do know exactly what you mean with booleans which is why i stopped using them period and cut holes by hand manually, they always leave sloppy mixed edges that end up taking more time to fix than the other way; but yeah, in that case it wasnt a boolean. It seems to happen for me absent n-gons as well, basically everytime there's a high density region next to a low density daz acts up. But this is a pain because it means the entire object must waste polygons on wide open spaces to match tight corners.
made that exact mistake once when doing a ringYeah, that particular one, I was engraving text, but that was a mess, and it's way better to do that with normals/bump maps instead. Redid that locket several times. lol
Yeah, that is rarely worth the work and the geometry. Unless you plan to do really close shots of it. lolmade that exact mistake once when doing a ring, was way better as normal. View attachment 5432917
with some things it makes sense though - I did mesh engraving on these combination wheel dials and it ended up working out well.
View attachment 5432919