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Fixing shading breaks along UV seam in my taxi mod
Hi everyone,
I’m currently working on a replacement mesh mod for the taxi cab from the base game and I’ve run into an issue with the surface shading.
I’ve spent a lot of time on the mesh, but I’m struggling to get a perfectly smooth look on the larger panels like the hood and the roof. Even though everything looks fine in the editor, the moment I import it into the game, visible shading breaks appear exactly where the UV seams are. It’s like the light doesn’t flow continuously across the different UV islands, different panels of the car got darker/lighter on diffent conditions
I’ve tried a few things to fix it:
-Used Weighted Normals and Data Transfer in Blender to smooth things out.
-Checked face orientation.
-Tried different export settings, but the "seams" are still catching the light in a way that looks unnatural.
-Used Wesley Howe Milkshape plugin to realign normals
But nothing of this helps. I probably messed things up during the proccess, plus this mesh is not mine. I really don't want to start everything from the begining because it took me weeks to make it at this stage. I even paid for this model LOL
I’m really trying to finish this project properly and I know people will love it, so any advice or help would be a lifesaver.
Thanks!
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