Flygon here!
This time I'll show you how to fix the normals, so the shading behaves uniformly in all the objects.
Here's an example of fixed normals and untouched normals so you can get an idea
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See how celebi's face is smooth while emolga's is blocky?
Lets start from zero:
Let's say you have your model, but it looks blocky
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To fix this you have to click all the blocky objects and add a "smooth" event and click in number one.
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And that's it you have a smoothed model, but see how the way the eyes, mouth and face touch isn't perfect
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To fix it, add a "edit normals" event and change the length of the normals into something shorter, I always use 0.05, but you can use any number you want, then, you will notice that in the space between the objects, there will be two normals in the same place, but facing different directions, and that's why the model looks blocky, because the two normals are getting different lighting, to unify them, click the two of them and click on "selected"
Do this for all these normals from the mouth and eyes
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But this can be a tedious process, if you want something quicker, simply select all the face normals, check the box that says "use threshold" and click in "selected"
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And this will be the result
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Feel free to ask any questions related!
sup man I have a big issue with these dbz models i found, everytime i try to smooth them out it like the model doesnt read it and stays blocky. With any other model its no problem, its just the dbz models.
Post Merge: April 01, 2013, 07:23:03 AM
you know what, never mind i got it... i used your edit normals method and fixed the problem. Thanks for the info bro.
I'm running into a couple of problems with my hacks. I have the normals edited so that it's averaged. But when I import it into Brawlbox, it shows the same un-averaged model as before. Do I have to do something with 3DS Max? Here's the modifiers I have set up.
Light-bulb on: Skin
Light-bulb on: Edit Normals
If I have Edit Normals before skin, it will get me an export error.