Chuck Tetakel
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I just did a quick and dirty high poly version through sculpting. Not the most effecient method though since I did the low poly first.
Hmm it seems like loose geometry is not the cause of the problem. The edge split modifier does not seem to be the cause either.
Does somebody has any other idea what could be the cause ?
Or could somebody take a look over my .blend ?
Yes.
3DS export looks like an easy solution, but the bad geometry will show on the seams.
The only good solution is to redo the geometry. Export/import may degrade your geometry even more, generate double faces, etc, etc. You should avoid it.
Most tutorials and teachers will only cover detailed modelling for renders, not for gaming or exporting.
So you tend to spend many hours doing something that looks excellent, but doesn't quite work outside of the modelling software.![]()
Yet it pays off to take the time to sort things out. In my case, I had a "nice time" modeling cubes, applying modifiers and materials and exporting them...
Tedious but informative ;-)
I've found out that the GLSL realtime rendering in Blender is very close to Orbiter's, so the model will look the same when exported.
If not, you do have a problem and it will only get worse as you add normalmaps, lightsources, etc, etc.
You will loose more time trying to fix it than simply redoing the parts that need it.
Indeed, you may as well do a low poly version of some parts and simply bake the details you already have...
What software do you use for baking ?
Thanks for the GLSL Tip. Although i have it activated on default i wasn`t quite sure if it represents the model similar to Orbiter. So that is definitely good to know.