[SOLVED] Imported Mesh Lighting Messed Up

Discussion in 'Content Creation' started by austint30, Apr 9, 2016.

  1. austint30

    austint30
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    I created a low poly terrain mesh to use for my map as background scenery. It looks fine in blender, but when I import it into BeamNG(Torque3D) it looks really odd. For some reason some verticies are darker or lighter than others like if it was in shadow or something. In Blender, it looks fine. The shadows are in the right place and everything except when it is imported into BeamNG(Torque3D).

    Here are some pics:

    BeamNG(Torque3D)


    Blender
     
  2. NaxNir

    NaxNir
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    Can you private message me the T3D level, .DAE and the .BLEND? I'll see what I can do.
     
  3. Nadeox1

    Nadeox1
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    Sure you are using the right texture slot? In the screenshot it shows you are using the 'Specular Texture' slot. Is that correct?
     
  4. NaxNir

    NaxNir
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    I don't think so, because that's a grayscale texture which looks like the correct one for specular.
     
  5. austint30

    austint30
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    I have a black and white texture set for the reflectivity map and the specular map for the water in the river in the texture. Ill just post my dae here and textures. When you look at the model, you will notice a hole in the middle. That part was removed because that is where the map is gonna be.
    --- Post updated ---
    Here is the .blend file. I packed the textures, too.
    --- Post updated ---
    Here is some screenshots of the terrain material:

    http://imgur.com/a/HexKD

    The detail and detail normal are just the East Coast USA textures for the grass.
     

    Attached Files:

  6. Nadeox1

    Nadeox1
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    You need to apply the scale of the mesh, or the shading will be wrong (in both Blender and ingame).
    CTRL+A > Apply scale
     
  7. austint30

    austint30
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    Here is some screenshots of the terrain material:
    Thanks that worked! This thread can be closed now.
     
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