Prototype
Well-Known Member
@luchian I *think* my visual mesh is getting there. I did some tests on the physical mesh, and I'm getting ok results, but this will definitely need more work on my part, figuring out the vertex groups etc and adding the kind of variation that we need here …
I needed a break from the track surface building stuff for a bit, after trying SO many ways of doing the same thing, trying to figure out the best way forward to make my life easier when I get to actually building the entire track.
.. and of course, learning a new software package like blender has its challenges !
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Just a note on the Google mesh captures - this has been an absolute pleasure to work with, having so much reference, being able to tweak the buildings etc to match things up. Details like the pitch of the thatch roofs for example, such a luxury to have that info in there, and not have to guestimate those kinds of things. All this should add up to a more authentic experience when you're driving around the track.
Really good feeling knowing all my walls are the correct height.
All the painted road sections are correct and unique, and not just generic around the track. etc
---------------------------------
QUESTION:
Ive run into an issue.
I rebuilt the galvanised frames above, in Blender out of a bunch of cubes.
It was looking good in the KS editor.
ABOVE: Looking good. Everything looks as it should, and its taking light correctly.
---
But when I welded all the verts together and made it one single mesh object, the mesh then came into the KS editor with all the normal faces flipped. In other words I could see the insides of the frame box sections, but not the outsides. However, in Blender, the mesh showed up BLUE in face orientation. And normals seem to point outwards as they should.
When I flip the normals - shown below, it indcates in red in Blender, but in KS Editor it draws the faces facing outwards, (as if it were blue in blender). The other blue faces all work correctly.
So RED Blender faces now draw correctly in Editor, BUT it takes light "incorrectly."
In other words, it takes light the way it should if the faces were facing inwards.
BUT its drawing the faces facing outwards.
-----------------------------------
Track surface and wall taking shadow as expected.
But Fence framework is doing the opposite.
Shadows when its supposed to be lit, and vice versa.
Im sure this is just me not knowing Blender well enough yet.
Any help would be hugely appreciated.
Ive spent hours trying to fix this, and not getting anywhere.
I needed a break from the track surface building stuff for a bit, after trying SO many ways of doing the same thing, trying to figure out the best way forward to make my life easier when I get to actually building the entire track.
.. and of course, learning a new software package like blender has its challenges !
---------------------------------
Just a note on the Google mesh captures - this has been an absolute pleasure to work with, having so much reference, being able to tweak the buildings etc to match things up. Details like the pitch of the thatch roofs for example, such a luxury to have that info in there, and not have to guestimate those kinds of things. All this should add up to a more authentic experience when you're driving around the track.


Really good feeling knowing all my walls are the correct height.
All the painted road sections are correct and unique, and not just generic around the track. etc
---------------------------------
QUESTION:

Ive run into an issue.
I rebuilt the galvanised frames above, in Blender out of a bunch of cubes.
It was looking good in the KS editor.

ABOVE: Looking good. Everything looks as it should, and its taking light correctly.
---
But when I welded all the verts together and made it one single mesh object, the mesh then came into the KS editor with all the normal faces flipped. In other words I could see the insides of the frame box sections, but not the outsides. However, in Blender, the mesh showed up BLUE in face orientation. And normals seem to point outwards as they should.


When I flip the normals - shown below, it indcates in red in Blender, but in KS Editor it draws the faces facing outwards, (as if it were blue in blender). The other blue faces all work correctly.

So RED Blender faces now draw correctly in Editor, BUT it takes light "incorrectly."
In other words, it takes light the way it should if the faces were facing inwards.
BUT its drawing the faces facing outwards.
-----------------------------------

Track surface and wall taking shadow as expected.
But Fence framework is doing the opposite.
Shadows when its supposed to be lit, and vice versa.

Im sure this is just me not knowing Blender well enough yet.
Any help would be hugely appreciated.
Ive spent hours trying to fix this, and not getting anywhere.
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