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Question by rtrimble · Jan 02, 2017 at 05:54 AM · lightingmodelnormalsshadingseams

Is there any way to remove the seam in this character mesh?

Hey all,

I am working on a game that allows characters to swap out equipment. The issue is that if I split the character into separate pieces, it causes normal/shading issues. This can be seen below.

alt text

Is there a way to solve this, or is the only route to save out a version of the mesh for every possible combination, for example:

  • if the character is shirtless but wearing every other piece of armor, then I would have a continous mesh with the head and torso. The other armor pieces are separate meshes and therefore cover the seams

  • if the character is shirtless with no gloves, then a continuous mesh with the head, torso, and hands is loaded

Thanks for any help!

normals.png (140.5 kB)
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avatar image CybexGS · Apr 07, 2018 at 08:39 PM 0
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Hey, i'm currently in the same situation as you've been. Did you find a solution besides creating different meshes for all possible situations?

avatar image rtrimble CybexGS · Jul 10, 2018 at 05:36 AM 0
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I did not find a solution, unfortunately. I believe we will just end up with using different meshes as it isn't too much additional work.

avatar image CybexGS rtrimble · Jul 10, 2018 at 06:40 AM 0
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Hi mate. Sorry i've forgot to post a proper answer, i'll do that later this week. I've actually found a solution.

In the $$anonymous$$odel Import Settings under Normals & Tangents: - Normals [Calculate] - Normals $$anonymous$$ode [Angle Wheighted] - Smoothing Angle [~170] - Tangents [Calculate Tangent Space]

This should do the trick. Smoothing Angle of 180 is not recomended because it can lead to weird lighting at some edges, go as high as you can as low as you need to. In my case the seams are barely noticeable. If you know what to look for you will see it, but my models are fairly low poly (about 3000 Tris). I did'nt test it with higher poly models, but assume the results are better the more polys there are.

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