Jump to content

Why there are ugly shadows all over this mesh after upload to SL?


You are about to reply to a thread that has been inactive for 1534 days.

Please take a moment to consider if this thread is worth bumping.

Recommended Posts

Posted

I created this mesh using 3Ds Max.

98a1b219df300cd9cc422ccb369241fd.png

 

Once imported to the Blender as OBJ file, it looks as follows.

140d2ed9341cd7157d5d8b3e9d78388c.png

 

Once export as DAE file and upload to SL, it shows some ugly shadows.

9f1a17e8b7df6001195941a56a9e245c.jpg

 

(I'm mostly 3Ds max user and not much familiar with Blender. But tried the Smooth modifier of Blender, and it didn't work. Direct exported DAE files from 3Ds Max can't upload to SL and even if it work it gives lot more prims compared with blender generated DAEs, may be it generates too much details.)

Does anyone know how to fix that shadow issue in blender?

 

Posted (edited)

Shading is done based on the vertex normals.

You seem to have a lot (way too many) vertices on your model. It's not just an SL issue either, your Blender screenshot also shows a lot of "pinching" (tops of the eyes, and especially the stem) with the shading.

First, simplify your model. Then, retopo the areas where the shading is messed up.

Edited by Wulfie Reanimator
  • Like 1
Posted

Thank you for the replies Wulfie Reanimator and Isobeast. Based on both of your replies I could figure out the issue.

It has only 16599 vertices, and SL max limit is 65536. But I forgot SL also has a triangle limit as 21844 per texture face and that model has 28206. Its strange how it able to upload and no wonder that issue happened.

cdec39932e354f393888524ecc867fd1.png

So I detached one side and tried to upload again and and then checked "Generate Normals". (It already unchecked earlier).

Worked fine now.

And to be honest SL rendering is much better than Blender viewport.!

6532bec9ab519f3c426bbec52e56d909.png

 

 

  • Like 1
Posted
11 minutes ago, MeshPromo said:

But I forgot SL also has a triangle limit as 21844 per texture face and that model has 28206.

I would still strongly recommend that you reconsider optimizing your mesh. 28k triangles is enough for entire, clothed, human body.

  • Like 7
You are about to reply to a thread that has been inactive for 1534 days.

Please take a moment to consider if this thread is worth bumping.

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
×
×
  • Create New...