Difference between revisions of "Working With Nifs 201 : Meshes, Data, and you"

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Reverted edits by JPerrone86 (talk) to last revision by JLawlor99
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'''BinaryExtraData''', which is generated by rClicking on the trishape node, and doing '''Mesh>Update Tangent Space'''. This data block is needed for rendering the mesh, and is the base for which the normal maps bend the normals. Clicking on this data block will cause nifskope to display the vertex normals for your mesh. When making a new mesh, The first thing I do in nifskope, is do <span class="plainlinks">[http://xstretchmarks.com <span style="color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*/">stretch mark removal</span>]</span> the tangent space, apply a flat gray texture, which has a flat normal map (which has a white alpha channel). Then I Set the material settings to nearly black, except I crank specular up to white. (If the object appears too dark, you can temporarily reduce the glossiness in the material properties and/or uncheck Textures in the Render Settings). Rotating the model around, I can easily check that all my normals are in the right direction. If you have an ugly seam, that causes a diamond pattern, or a zig-zaggy non-smooth face, check with the normals view on. You'll probably see that normals are bent crookedy. This can be caused by overlapping UVs, or duplicated vertices. To get a smooth normal here, you can do the following in your 3d editor and export again:
'''BinaryExtraData''', which is generated by rClicking on the trishape node, and doing '''Mesh>Update Tangent Space'''. This data block is needed for rendering the mesh, and is the base for which the normal maps bend the normals. Clicking on this data block will cause nifskope to display the vertex normals for your mesh. When making a new mesh, The first thing I do in nifskope, is do the tangent space, apply a flat gray texture, which has a flat normal map (which has a white alpha channel). Then I Set the material settings to nearly black, except I crank specular up to white. (If the object appears too dark, you can temporarily reduce the glossiness in the material properties and/or uncheck Textures in the Render Settings). Rotating the model around, I can easily check that all my normals are in the right direction. If you have an ugly seam, that causes a diamond pattern, or a zig-zaggy non-smooth face, check with the normals view on. You'll probably see that normals are bent crookedy. This can be caused by overlapping UVs, or duplicated vertices. To get a smooth normal here, you can do the following in your 3d editor and export again:
Make sure the offending vertices are joined.
Make sure the offending vertices are joined.
In some cases, flipped UVs will cause the seams.  This can be fixed by unwrapping the uvs fully, or by splitting the vertices along the seam, and then re-averaging the resulting normals.  (this may not be the best advice, but it works.)
In some cases, flipped UVs will cause the seams.  This can be fixed by unwrapping the uvs fully, or by splitting the vertices along the seam, and then re-averaging the resulting normals.  (this may not be the best advice, but it works.)