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Question by Erikulum · Aug 08, 2014 at 04:29 PM · smoothnormalstiledseamless

Remove seam on tiled gameObject while keeping a smooth-shaded look

Here's my problem, I want to create randomly generated "biome" based on "mini zone" using hexagonal building block and I want to have seamless smooth shading between the block.

Here's what it's currently look like in my zonemaker

alt text

And here what I don't want it to look like (flat shaded)

alt text

How can I achieve this

problem.png (129.2 kB)
easy.png (426.4 kB)
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Answer by Erikulum · Oct 06, 2014 at 02:53 AM

Nailed it!!!

alt text

For those interested to obtain a similar result, I did it by recalculating the normals for each block while taking into account the vertices of the adjacent ones. I wouldn't recommend trying to do it without prior knowledge about meshes, normal, UVs etc...

...but I was able to do it so if you wish to try, here's some useful links:

Anatomy of a Mesh

Script References - Mesh

Computing a perpendicular vector


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Answer by GTASUPERFAN · Aug 08, 2014 at 06:45 PM

what is mesh normals set to, in the mesh properties?

try setting it to calculate, the to 30 to 35 and apply and see if that works

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avatar image Erikulum · Aug 08, 2014 at 07:20 PM 0
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Already tried it, it gave me that second image flat-shaded look, not what I'm looking for

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Answer by bugmagnet · Aug 13, 2014 at 03:18 PM

If you want seamless smooth shaded along the entire top when you put tiles together it won't be possible unless they are actually a single piece of geometry.

You may be able to do this dynamically by modifying the mesh in code, but i think here is an easier way: for every type of tile, have different versions with different combinations of soft/hard normals. Then in the scene you can detect which is needed: you put the soft ones along the edges and the 100% hard one in the center.

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avatar image Erikulum · Aug 16, 2014 at 09:13 PM 0
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I don't think I'd like to use that workaround, since it would mean having dozen of variation of each block. I want to be be able to add more complex block and more variation without hassle. I've searched for a while about this problem after asking and was hoping $$anonymous$$esh.Combine$$anonymous$$eshes and $$anonymous$$esh.RecalculateNormals would work, but you seem to implies I'll have to fuse vertices together to obtain a good result. Guess I'll go back to this problem at a later time, probably just before creating more variety

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