Unrendered Poly's ????
by Zib · in General Discussion · 11/21/2003 (2:34 pm) · 19 replies
I have a strange problem when i render a particular model im working on i get a poly thats not textured, yet in the 4 views its shows up ok, it also shows up ok when exported to dts here is a shot, you may think its not a problem but i spent 6 hours trying to uv map this damn poly (its the black poly on the left wing, the others are just unfinished texturing), before i realised it was mapped correctly the first time. any ideas why this occurred?.
Below that is an image of the same model in the TGE demo app (earlier textures but as you see the poly is textured ok)
Im baffled


Below that is an image of the same model in the TGE demo app (earlier textures but as you see the poly is textured ok)
Im baffled


About the author
#2
Logan
11/21/2003 (7:06 pm)
My guess would be that a UVW coordinate was lost or mungled up somewhere along the way. You will need to recreate the UVW coordinates for that particular face.Logan
#3
PS, we do need a dedicated, talented Graphic Artist for our current project. I sent you an email outlining our project, and would love to hear back from you.
11/22/2003 (1:16 am)
This is a total guess, but it's possible that you have 2 polys with the same coordiantes, simply lying on top of each other. And since you can't texture the backside of a poly, and the backside wouldn't be rendered in-game, it would be one possible reason. So, if that's the case, it would explain why it shows up black in preview, but shows up fine in game. Hope you get it sorted. :-) PS, we do need a dedicated, talented Graphic Artist for our current project. I sent you an email outlining our project, and would love to hear back from you.
#4
@Chris this is something i have been wondering about myself. So i will have a look to see if this is the problem. i may also try rendering it a different modeling program to see if its a local problem with the modeling software.
I havent recieved your email as yet, by the way.
11/22/2003 (5:59 am)
Thanks guys @ L Foster that was one of the things i tryed first, the strange thing is its only in the preview, it actualy texture's the poly, but shows up black in preview.@Chris this is something i have been wondering about myself. So i will have a look to see if this is the problem. i may also try rendering it a different modeling program to see if its a local problem with the modeling software.
I havent recieved your email as yet, by the way.
#5
Just another possibility. :-)
-Eric F
11/22/2003 (7:44 am)
It looks like your shape detail level isn't turned up high enough in the engine.Just another possibility. :-)
-Eric F
#6
Im not sure what you mean,? the lower shot (in engine) is an earlier shot with just a base texture, before i started putting any detail on the texture itself, the one above that has a more detailed texture as i spent more time on it, both versions of the model texture ok in the engine, but both also have this black poly in the modeling, render preview state. both are 540 or so, polys.
Its more an annoying glitch, than a real problem,(as all looks well in engine).
I would like to understand why its happened though, in case it occurs in another model, this is the first time i have had this problem.
Zib
11/22/2003 (8:06 am)
EricIm not sure what you mean,? the lower shot (in engine) is an earlier shot with just a base texture, before i started putting any detail on the texture itself, the one above that has a more detailed texture as i spent more time on it, both versions of the model texture ok in the engine, but both also have this black poly in the modeling, render preview state. both are 540 or so, polys.
Its more an annoying glitch, than a real problem,(as all looks well in engine).
I would like to understand why its happened though, in case it occurs in another model, this is the first time i have had this problem.
Zib
#7
I know where you're coming from! Often it's the unexplainable glitches that can be more frustrating than fixable bugs!
Hmm... I used the address from your profile, zibz@btinternet.com. Is that valid? (Haven't gotten a delivery failure...) In any case, I'll resend it. We really could use a graphics Artist, and I think you'll be interested in this project.
11/22/2003 (8:50 am)
Are you using Milkshape? The reason I ask is that I know from experience (or in-experience, hehe) that it's quite easy to make a duplicate poly in MilkShape while building faces. I'm assuming it's possible in others also, but I only have experience in MS. (I'm a coder)I know where you're coming from! Often it's the unexplainable glitches that can be more frustrating than fixable bugs!
Hmm... I used the address from your profile, zibz@btinternet.com. Is that valid? (Haven't gotten a delivery failure...) In any case, I'll resend it. We really could use a graphics Artist, and I think you'll be interested in this project.
#8
Sometimes Radeon cards have problems somewhat similar. Not sure if that is the case here, though.
Ugh. I hate working on something so long only to have it not render correctly. =/
-Eric
11/22/2003 (9:01 am)
Ohhhh... I misunderstood. :-)Sometimes Radeon cards have problems somewhat similar. Not sure if that is the case here, though.
Ugh. I hate working on something so long only to have it not render correctly. =/
-Eric
#9
Chris your email just came in.
Im almost certain it isnt a duplicated poly.
11/22/2003 (9:25 am)
Eric Im begining to think it is something to do with my card or drivers, for it. Just puzzled as i havent had it on other models. (cards a gforce btw)Chris your email just came in.
Im almost certain it isnt a duplicated poly.
#10
11/22/2003 (9:53 am)
The cards render what they see (ie. what data they are given) and as such I stand by my belief that the problem is with your model. Either something is wrong with the UVW coordinates or with the geometry and you should go and hunt for it. If you cannot find it post the model onto the web and let someone else help you as well.
#11
How does this explain that: the model appears textured correctly in the 4 view ports, or any config of the viewports, and also textures in the TGE show tool and when added to the TGE demo app.
This only happens when i render the preview, also as a note the other wing use's the same overlayed uv coords, (except its flipped) with no problems, as do the bottom of both wings, without the problem i have here.
how can my card display different data from the render as apposed to the engine? even the 3d modeling software contradicts its own "preview" data, by dislaying it "correctly?" in the viewports.
11/22/2003 (10:52 am)
L FosterHow does this explain that: the model appears textured correctly in the 4 view ports, or any config of the viewports, and also textures in the TGE show tool and when added to the TGE demo app.
This only happens when i render the preview, also as a note the other wing use's the same overlayed uv coords, (except its flipped) with no problems, as do the bottom of both wings, without the problem i have here.
how can my card display different data from the render as apposed to the engine? even the 3d modeling software contradicts its own "preview" data, by dislaying it "correctly?" in the viewports.
#12
Or am I missing something, again? Are you saying it looks fine in Torque, but in your modeling program it shows the problem? If so, then I'm looking at it backwards. :-)
-Eric
11/22/2003 (11:04 am)
If you are using Milkshape and have "show backfaces" turned on, it will look fine there, but not when it is exported.Or am I missing something, again? Are you saying it looks fine in Torque, but in your modeling program it shows the problem? If so, then I'm looking at it backwards. :-)
-Eric
#14
Phil > how would that occur, is this something i could have applied to a specific poly by accident, a modifier or something?, that wouldnt effect an export? as i say its more an annoyance than a prob. and local to this model i just hate anomalys.
11/22/2003 (11:55 am)
Eric yes its fine in Torque and also in the show tool of Torque, its also fine in the 4 viewports (i use max not milkshape) the only time this occurs is when i render a preview in max.Phil > how would that occur, is this something i could have applied to a specific poly by accident, a modifier or something?, that wouldnt effect an export? as i say its more an annoyance than a prob. and local to this model i just hate anomalys.
#15
Just a wild guess.. but hell, I might be right :)
Phil.
11/22/2003 (12:12 pm)
I guess it could have been during a material operation.. if you look in the material editor, there is a check box for "double sided" make sure the texture applied to that face doesnt have double sided on.Just a wild guess.. but hell, I might be right :)
Phil.
#16
good luck.
11/22/2003 (2:20 pm)
I've had the same problem. In my case, i had 2 polys on the exact same cordinates, just like chris said. If I were you, I'd start there.good luck.
#17
Thanks guys.
at least i know where to look if it happens again. 8)
11/23/2003 (3:40 am)
Yup your right Chris & Chris, it was a duplicated poly at the exact coords of the other, must have hit the "clone" shortcut key by mistake at some point, while mapping the texture.Thanks guys.
at least i know where to look if it happens again. 8)
#18
11/23/2003 (7:48 am)
Woohoo! Glad you got it sorted!
#19
Now i know what to watch for.
11/24/2003 (2:29 pm)
Hmm i did it again too, i also figured out, how in my case, it occured, while selecting faces for a multi subobject material i used shift instead of CTRL (to multi select a poly) this brings up a box that clones the poly.Now i know what to watch for.
Zib
Im only interested in working with a serious and dedicated team.
I understand the limitations of producing textures for dts and dif files for use with torque.
Email if interested.