Contributor Tony Nemo Posted March 27, 2009 Contributor Report Share Posted March 27, 2009 Can any one suggest an easy way to deal with this problem? The mesh is alright. I had a few black polygons on the edges that I was able to eliminate by moving edges in the Editor window (is it possible to move points instead of edges?). I followed this work flow: 1. Exported from C4D as an FBX file (after doing what I thought was a decent job of UV editing in BodyPaint). 2. Imported mesh and texture into 3DC using defaults. 3. painted away, learning how. 4. Exported Normal map using tangent based, layer 0 based. 5. Black polygons showed up on edges in C4D render, as will as a crimp in the image where the Normal map 'describes' the artifact that shows in the image. Quote Link to comment Share on other sites More sharing options...
Member grizzle Posted March 29, 2009 Member Report Share Posted March 29, 2009 Is there an actual crimp in geometry of the mesh? or would this be solved by adjusting the phong shading parameters? Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted March 29, 2009 Author Contributor Report Share Posted March 29, 2009 Is there an actual crimp in geometry of the mesh? or would this be solved by adjusting the phong shading parameters? No crimp in the actual mesh. I did it over and re-imported it as a obj. I have a couple of the dreaded black polygons on the edge, but otherwise it looks okay. The textured mesh has a clean UV map in Cinema but a couple of defects in 3DC. What is the standard procedure for correcting such artifacts? Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted March 29, 2009 Author Contributor Report Share Posted March 29, 2009 No crimp in the actual mesh. I did it over and re-imported it as a obj. I have a couple of the dreaded black polygons on the edge, but otherwise it looks okay. The textured mesh has a clean UV map in Cinema but a couple of defects in 3DC. What is the standard procedure for correcting such artifacts? Presumably, it means returning to the original app (C4D in this case) and debugging the blarsted UV map. Quote Link to comment Share on other sites More sharing options...
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