Winner
08-12-2005, 06:45 PM
ok, I have a character who's head is a separate poly mesh to the poly body ( for blendshape reasons ).
The two meshes ( or borders to be more precise ) line up exactly - so there is no break in the geometry - there is however a break in the lighting due to the difference in the vertex normals on the 2 joining borders --- but yeah this is normal.
( when i say lighting i mean the vertex lighting in the viewport )
the problem is how I remove that break in the lighting ?
I tried this already:
i averaged the vertex normals of both the head and the body geometry - this worked and you could not see the seam at all, but it also locked the normals, so when i rotated the joint of the characters head, the lighting was all screwed up. I then unlocked the normals to try and solve this, but by doing so it removed the smooth lighting between the border edges of the two meshes ( basically took me back to where i started ).....
how do i solve this ?
any help would really cure my headache ....
The two meshes ( or borders to be more precise ) line up exactly - so there is no break in the geometry - there is however a break in the lighting due to the difference in the vertex normals on the 2 joining borders --- but yeah this is normal.
( when i say lighting i mean the vertex lighting in the viewport )
the problem is how I remove that break in the lighting ?
I tried this already:
i averaged the vertex normals of both the head and the body geometry - this worked and you could not see the seam at all, but it also locked the normals, so when i rotated the joint of the characters head, the lighting was all screwed up. I then unlocked the normals to try and solve this, but by doing so it removed the smooth lighting between the border edges of the two meshes ( basically took me back to where i started ).....
how do i solve this ?
any help would really cure my headache ....
