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nemesis wrote:
> The exporter doesn`t seem ok, then. But that looks weirdly like a
> glitch with the normal calculations. In Blender, you may try to do, in
> edit mode (tab):
>
> 1) convert all to triangles CTRL+T
I tried this and the error is already shown here. You can try it
yourself. Just look near eye brow after triangulation and the problem is
there. It seems that blender triangulates the quad incorrectly. It
should split it the other way.
> 2) recalculate the normals CTRL+N
I actually calculate the normals in ssRay. But should be just fine. By
inverting the normals, you' see a totally black monkey.
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