Posts: 2,914
Threads: 96
Joined: Dec 2009
Double-sided faces? You mean like faces that when you look inside a model, you can see the exact same texture on the other side? Well, since there are some games that use models like that, it's not always a bad thing. It might be an inconvenience to some people because it might take more effort to render objects, but other than that, it shouldn't be no problem at all.
In fact, if I recall correctly, the Legend of Zelda: Ocarina of Time uses double sided textures with some of the fake walls you can pass through in some areas, such as the Shadow Temple.
Posts: 2,144
Threads: 56
Joined: Apr 2009
Well the problem with that is that most of the time you wouldn't be looking inside the character Seriously though, it does end up being wasteful to have a scene full of double-faces since you could be using those polys to render more things onscreen.
As for fixing those for you, I'll probably be able to but what kind of situation are we talking about here? I'm gonna assume you aren't talking about cell shading outlines, but is this just a bunch of random flipped faces in the same place as the regular ones, are there patches of them, or what? Generally its not that hard to get rid of them, but there's also times when they serve a purpose if they're placed somewhat purposefully.
Posts: 104
Threads: 2
Joined: Jan 2011
So will there be any chances of ripping the weapons?
Lloyd gives us some words of wisdom:
Posts: 18
Threads: 2
Joined: Apr 2011
Here is an example of the problem:
And here are the files:
http://www.megaupload.com/?d=OS3WFND3
It actually happens a lot, but I usually manage to remove the double-sided faces by selecting them. But there are some models where I can't select those faces, and therefore I can't remove them.
(05-05-2011, 10:12 AM)edsterisawesome Wrote: So will there be any chances of ripping the weapons? I can rip all weapons using the same technique, but I don't know where are the textures on the .iso. Once I know where are the textures I will start ripping weapons as well.
Posts: 18
Threads: 2
Joined: Apr 2011
Has anyone tried? I keep getting capes, belts, etc that I can't fix.
Posts: 2,144
Threads: 56
Joined: Apr 2009
Sorry, I mean I looked at it, but I don't really understand why its doing that. None of the usual methods for getting rid of similar problems seem to work for it either. You'll probably have to keep removing them manually unless you can find a method to rip them that doesn't give you that weird layer :/
Posts: 2,914
Threads: 96
Joined: Dec 2009
The only idea I can come up with is to use the polygon and basic UV data to create a replica of the model. Sure, it'll take a lot of work, but you''l know where you can correct problems if you run into any.
Posts: 2,144
Threads: 56
Joined: Apr 2009
(05-10-2011, 11:14 AM)E-Man Wrote: The only idea I can come up with is to use the polygon and basic UV data to create a replica of the model. Sure, it'll take a lot of work, but you''l know where you can correct problems if you run into any.
Well he has everything there already. The problem is that there's an extra layer of polygons in the same place as the regular one's except with screwed up UV's.
Posts: 2,914
Threads: 96
Joined: Dec 2009
Well, how about he deletes the layer then? Would that solve the problem?
Posts: 2,144
Threads: 56
Joined: Apr 2009
(05-10-2011, 08:39 PM)E-Man Wrote: Well, how about he deletes the layer then? Would that solve the problem?
Well yes, but he still has to delete the polygons of it one by one. That's the problem in the first place really.
Posts: 2,914
Threads: 96
Joined: Dec 2009
Hmmm... Would selecting problem polygons and later deleting at once speed up the process by any chance?
Posts: 2,144
Threads: 56
Joined: Apr 2009
...that's kind of the issue. The layers are attached and the polys of both are in the exact same spot so you can't select the layers separately.
Posts: 2,914
Threads: 96
Joined: Dec 2009
*Scratches chin* Sounds like a total pickle if you ask me... If I was more comfortable with dealing with models made of triangles, I would do something about that.
Posts: 18
Threads: 2
Joined: Apr 2011
I can usually select the layers and delete them. For example, Ike's vanguard armor had a lot of those weird layers, but I managed to select and remove them.
Maybe I should try to re-rip those models...
I will upload 5 or 6 models this week, didn't have much free time due to the university.
Posts: 2,144
Threads: 56
Joined: Apr 2009
That's good that you're able to do that with some of it. I had been talking about the torso area which came out combined in the model you put up. For some reason it didn't seem like you could select the layer by itself.
Also, don't worry if you're getting bogged down or have other stuff going on. You don't need to feel obligated to submit here, but obviously its nice whenever you do Just chill for a bit if you're not feeling up to it.
|