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Texture Lighting Issues


Phoxtane

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That\'s vertex normals going crazy at the rim. You\'ll need to disconnect outer walls from inner ones to fix it, so that the outer walls form a separate mesh (not a \'separate object\'!). In Blender (BTW what 3D program are you using?) switch to an Edit Mode, select all the outer faces as shown in the picture below, then Mesh->Vertices->Split.

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Also, you can mark edges or ridges in a model where the lighting/shading should be divided, and mark those edges as 'sharp' (Mesh, Edges, Mark Sharp, in Blender) - the 'Edge Split' modifier also works in this case.

I think you use 3DS so the methods will be different, so.. good luck :)

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Also, you can mark edges or ridges in a model where the lighting/shading should be divided, and mark those edges as 'sharp' (Mesh, Edges, Mark Sharp, in Blender) - the 'Edge Split' modifier also works in this case.

I think you use 3DS so the methods will be different, so.. good luck :)

Edge split will also do this for you automatically. If you leave it in the tray, it will also leave your model unchanged, but apply the split on export to .dae/KSP. So you can continue modelling without any difficulty or changes. :)

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Also, you can mark edges or ridges in a model where the lighting/shading should be divided, and mark those edges as 'sharp' (Mesh, Edges, Mark Sharp, in Blender) - the 'Edge Split' modifier also works in this case.

I\'ve met some issues when used \'Edge split\'. Sometimes it has just split an edge out of all the faces edge\'s been connected to, leaving it loose. Or 10 loose edges in one place. So I\'d prefer splitting \'em manually.
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