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First Hangar Building....But what is wrong with this abnormal light streaming out from the hangar doors ?!?

Messages
4
Country
unitedstates
Hi, I wanted to get everyone's expertise if i may.

I am new to Blender 3D, and successfully made two basic control towers which are showing up ok in FS2020 . But an attempt at my first hangar building is running into problems with the texture. It seems there is a strange gap or slit above some sections of the vertical hangar doors ( even though when i modeled it there is none, and it looks ok within Blender. I posted this on the FS2020 forums but with no luck there. I have tried 'shade flat', tried to change some of the shadow options when saving using the Blender2MSFS exporter, tried tweaking different material sliders (Blender, and the MSFS2Blender sliders, but with no luck.

I just need help with how to switch off these strange gaps in the top of the hangar (which seems to bleed out a brilliant light like there is a spotlight in there. Shadows do vary with the setting of the sun in the sky.

Posting some photos, thanks for any help.
shadow2.jpg
kpwk2.jpg
KPWK-blender.jpg
shadow4.jpg
kpwk1.jpg
 
Messages
343
Country
austria
Avoide ngons, each face should have 3 or 4 vertecis not more. Otherwise it will be crazy triangulated with weird shading effects in the simulator.

A boolean workflow is not really good for gaming assets. :)
 
Messages
4
Country
unitedstates
Avoide ngons, each face should have 3 or 4 vertecis not more. Otherwise it will be crazy triangulated with weird shading effects in the simulator.

A boolean workflow is not really good for gaming assets. :)
Thanks for that tip. Any way to clean ngons up without going vertex by vertex ? It is such a complex model, its hard to do it manually.
 
Messages
142
One quick-and-dirty option is to go into Edit Mode, turn on X-Ray mode, select all faces in your model, then type Ctrl-T to use "Triangulate Faces" to automatically subdivide all faces in your model into triangles. If you prefer quads, you can follow up by selecting some or all of the triangle faces and type Alt-J to convert "Tris to Quads". You may have some clean-up to do, but at least you will have eliminated all ngons.
 
Messages
28
Country
sudan
Hi, I wanted to get everyone's expertise if i may.

I am new to Blender 3D, and successfully made two basic control towers which are showing up ok in FS2020 . But an attempt at my first hangar building is running into problems with the texture. It seems there is a strange gap or slit above some sections of the vertical hangar doors ( even though when i modeled it there is none, and it looks ok within Blender. I posted this on the FS2020 forums but with no luck there. I have tried 'shade flat', tried to change some of the shadow options when saving using the Blender2MSFS exporter, tried tweaking different material sliders (Blender, and the MSFS2Blender sliders, but with no luck.

I just need help with how to switch off these strange gaps in the top of the hangar (which seems to bleed out a brilliant light like there is a spotlight in there. Shadows do vary with the setting of the sun in the sky.

Posting some photos, thanks for any help. View attachment 74807View attachment 74808View attachment 74809View attachment 74810View attachment 74811
I think you have problem with flipped normals, Have you checked your normals before you texture your model?

Sent from my SM-G610F using Tapatalk
 
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