Tangent/Lightning Problem - Please help *SOLVED*

Hi,

please could someone help me? I've after long time of peace again encountered a very persistent tangent problem. I hate XSI... or my modelling skills. Or both.

Problem is as follows: the tangent map looks fine in XSI. The vertex normals are angle-weighted vertex normals generated with MeshLabs. Also they are normalised. Mesh uses its own set of UVs, based on a cubic projection and then refined.

In Sins the model is lighted 90 degrees off - if the light comes from the side, the model is lighted from behind. Also the selfshadowing is completely off

Tangent:

Tangent map

 

Ingame screenshot:

Ingame Screenshot

 

I'm grateful for any help or advise.

Thanks
Tobias

 

57,988 views 9 replies
Reply #1 Top

Tangents in XSI are evil. Sadly I usually resort to redoing them again if I get a weird issue like this where XSI shows one thing and Sins shows another. Maybe Lavo, MyFist, or Max might have more insight if you track them down.

Reply #2 Top

Thanks. I already redid them once including recalculating the normals.

lat time I had this problem it went away after starting a new game. This time it didn’t work.

the first time I had this I had to redo the complete model.

 

I wish someone could tell me what the reason for such problems is. I hate the xsi/sins combo 

Reply #3 Top

Use Property-UItimapper, then Scene-Material-Simple-Tangent 45>180 and can export model, shadows look like normal

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Reply #4 Top

Quoting GRAVICH, reply 3

Use Property-UItimapper, then Scene-Material-Simple-Tangent 45>180 and can export model, shadows look like normal

Not sure what you want me to use the ultimapper for. And what is Scene-Material-Simple-Tangent 45>180?

Do you mean I need to change the TangentOp2 Smoothing from 45 to 180? That would change the behavior how light bleeds from one poly to the next. If you like to assist may I send you the file in question and you send me back the corrected XSI file so that I can see what needs to be done?

 

Thanks
Tobias

 

Reply #5 Top

Ok, send me xsi file

Reply #6 Top

Semt it, forgot subject though. :blush:  

Reply #7 Top

I  am so stupid!! I forgot to copy the red channel of the normal map to the alpha channel. :blush:  X|  

Reply #8 Top

Quoting TobiWahn_Kenobi, reply 7

I  am so stupid!! I forgot to copy the red channel of the normal map to the alpha channel. :blush:  X|  

Wow, I had no idea it could make that big of a difference.

Reply #9 Top

Quoting GoaFan77, reply 8


Quoting TobiWahn_Kenobi,

I  am so stupid!! I forgot to copy the red channel of the normal map to the alpha channel. :blush:  X|  



Wow, I had no idea it could make that big of a difference.

seems drastic, doesn’t ist? But if we equate different grayscale values to different vector strength then having everything white throws the light equation off by quite a huge amount