plasticbox
27th Apr 2009, 01:39 AM
Mesh issue? UV map issue? Texture issue? OSX issue? I have no idea.
I've made two decorative plants that are recycling the pot of the Base Game rubber tree – the mesh is re-shaped and references the original Maxis texture. I must have somehow borked the mesh or the map in the process, and now I can't find what the problem is.
Even when zoomed in close, I can see gaps in the pot of my objects, but when zooming out the issue becomes much more apparent -- the pot basically starts to disappear. I believe this is also the case with the Maxis original but only when zoomed out veeeery far (see screenshots; the last one is 200% enlarged).
I've already remapped (and re-remapped, and re-re-remapped) the *#$§%& pot, but to no avail. Blender thinks the distortion of the map is reeeelatively high, but the original Maxis uvmap is completely nuts and that works fine (see comparison screenshots). Also, the parts with the highest distortion have no problem, the disappearing parts are only on the sides.
Argh. Why does this happen? I'm at my wit's end =(. I've checked for duplicate faces or vertices, gaps, borked normals .. it all looks just fine.
I'm attaching the package below, plus the latest version of the mesh. I'd love to know whether this effect is even visible with other games/machines/graphics cards.
I'm on a MacBookPro with a GeForce 8600M GT (4GB RAM, 2.4GHz dual core etc pp – I run with all graphics options on High and have no other such issues, so I'm sure it's specific to this object). No "Smooth Edges". Maybe this is a graphics problem? Then again, it doesn't happen with any other object as far as I've seen.
Halp would be much appreciated. I'm using Blender 2.46/OSX. I've somewhat come to terms with the insanity that is the Blender interface, but I'm by no means an expert -- could be that I'm not seeing something that should be very, very obvious.
ETA, forgot to mention: I made a recolour of the rubber tree (just a simple hue/saturation change), and it happens with that as well -- one of the pots in the screenshots is using that recolour. Also, the textures are shown below (in the uv maps) with premultiplied alpha -- I'm not using alphaed-out parts.
I've made two decorative plants that are recycling the pot of the Base Game rubber tree – the mesh is re-shaped and references the original Maxis texture. I must have somehow borked the mesh or the map in the process, and now I can't find what the problem is.
Even when zoomed in close, I can see gaps in the pot of my objects, but when zooming out the issue becomes much more apparent -- the pot basically starts to disappear. I believe this is also the case with the Maxis original but only when zoomed out veeeery far (see screenshots; the last one is 200% enlarged).
I've already remapped (and re-remapped, and re-re-remapped) the *#$§%& pot, but to no avail. Blender thinks the distortion of the map is reeeelatively high, but the original Maxis uvmap is completely nuts and that works fine (see comparison screenshots). Also, the parts with the highest distortion have no problem, the disappearing parts are only on the sides.
Argh. Why does this happen? I'm at my wit's end =(. I've checked for duplicate faces or vertices, gaps, borked normals .. it all looks just fine.
I'm attaching the package below, plus the latest version of the mesh. I'd love to know whether this effect is even visible with other games/machines/graphics cards.
I'm on a MacBookPro with a GeForce 8600M GT (4GB RAM, 2.4GHz dual core etc pp – I run with all graphics options on High and have no other such issues, so I'm sure it's specific to this object). No "Smooth Edges". Maybe this is a graphics problem? Then again, it doesn't happen with any other object as far as I've seen.
Halp would be much appreciated. I'm using Blender 2.46/OSX. I've somewhat come to terms with the insanity that is the Blender interface, but I'm by no means an expert -- could be that I'm not seeing something that should be very, very obvious.
ETA, forgot to mention: I made a recolour of the rubber tree (just a simple hue/saturation change), and it happens with that as well -- one of the pots in the screenshots is using that recolour. Also, the textures are shown below (in the uv maps) with premultiplied alpha -- I'm not using alphaed-out parts.