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ArtZone Heading
Methods to hide mesh seams in realtime engines
Added on: Sat Jul 03 2004
Page: 1 3 4 5 6 7 8 

The result should look like this:

Vertex normals - click to view larger version

Click the image to view it larger

These vertex normals are calculated by averaging the face normals of each connected face. The problem we get when detaching or deleting faces (which we will inevitably do when we go to split up our mesh), is that Max now recalculates the vertex normals based on the faces around it. As we no longer have faces on one side (since we've detached them in this instance), the vertex normals are changed to reflect this. Here's an example of what happens:

Recalculated normals - click to view larger

Click the image to view it larger

So as you can see, this is the crux of the matter. If we delete/detach faces and the vertex normals get recalculated, we've got to find a way of either keeping those normals, or just simply not deleting those faces.




 
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