I have tried recomputing normals and tangents, importing the ones from blender, using the Normal and Tangets tools of Modeling mode, but nothing works. I always have artifacts. Why?
Also the normals are facing the right direction. I have a similar square tower but it doesnt show artifacts, only happens with this round one.
It’s a modular model. The level where the door is is a module in itself and it’s empty from inside, top and bottom. Or in other words, there internal faces (the ones hidden) of the model are empty. In theory all the vertices of the level are connected. But the level is disconnected from the two stripes that surround it from top and bottom. I have a square tower that follows an even more modular design and there are no problems with the light. Maybe it’s because this one is round?
As for the texture that’s giving the bad artifacts is a triplanar projection, not UVs
If you have a mix of blue and red then do into edit mode and press
CTRL + SHIFT + N to unify the direction (inside or outside) via “Recalculate Normals”
The UVs for the faces of this material are all broken. But they are supposed to be, since I’m using a triplanar projection that creates it’s own UVs procedurally. I attached the screenshot of the material before.In the square tower it works fine, but in this circular one it doesn’t. Could it be something about tangents? I’m not familiar with those.
Not sure how large of an impact this has on the final nodes (haven’t setup an example yet) but in this tutorial the multiply right before the split into texture samples has 0.01 as it’s driving value.
You have 0.005
And do you have smooth shade with and angle set to around 45 for the models shading? Perhaps it’s flat shaded for those faces?
Could you upload the segment that is wrong? I could analyze it in maya for errors if you want (there are build in tools to detect non-manifold geo and other problems).
I have modified the geometry a little and now I have a slightly different result in shading (even though it still looks bad). But it gives away that it is indeed a problem with the model itself.
You’re uv’s aren’t really well though out though for modular parts. You are spanning well past the bounds of 0,1 uv space per part (they should have self contained uv’s) or keep within their segment of the uv space.
The window area is especially weird as you are in some parts setting the map from vertical to horizontal orientation. Unless you have very specific baked segments in the uv map it wil become messy really fast.
If you are not planning on using the uv map then just strip it from the model.
Here is a version with the triplanar material projection applied
I know that for a modular design each module should have self contained UVs but it’s very hard to do and preserve the tiling capacity since every module should be a perfect square of the same size or when placing one next to the other the textures of both will not connect well (like a brick wall).
I don’t know if I should just forget about doing things modular and just model every mesh individually.