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Help - Lighting on Imported FBX Models for Level #347369
11/14/10 19:10
11/14/10 19:10
Joined: Oct 2010
Posts: 346
USA
RealSerious3D Offline OP
Senior Member
RealSerious3D  Offline OP
Senior Member

Joined: Oct 2010
Posts: 346
USA
Hello all,

I have created a town level in a 3D application and have exported pieces of it as FBX to bring them into WED. I had tried to export the entire level as one, big FBX, but WED would not load it properly, so I broke it into pieces and reassembled it in WED. Now it loads, builds and runs. However, lighting is all wonky.

There are no level lights, but only sunlight currently. Some pieces seem to be shaded properly, but others seem quite bright and not shaded at all. All pieces came from the same level (created in modo, a 3D app) and were exported using the same FBX exporter. And all pieces were brought into WED the same way using the same settings from the FBX imported. When examined within WED, all pieces show the same settings. For example, all pieces are have the following flags checked:

- Texture Lock
- Concave

And the Ambient and Albedo is 0.000 for all items in the level. Therefore, why are some parts shaded/lit properly and others are washed out and over-bright, not seemingly shaded at all (i.e. the part facing away from the sun or the underside is not darker).

Any help would be appreciated.

EDIT: I am using WED's default settings for the build process.

Re: Help - Lighting on Imported FBX Models for Level [Re: RealSerious3D] #347379
11/14/10 20:34
11/14/10 20:34
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
Serious User
darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
try to import them as blocks rather than models...

Re: Help - Lighting on Imported FBX Models for Level [Re: darkinferno] #347382
11/14/10 20:42
11/14/10 20:42
Joined: Oct 2010
Posts: 346
USA
RealSerious3D Offline OP
Senior Member
RealSerious3D  Offline OP
Senior Member

Joined: Oct 2010
Posts: 346
USA
Thanks. I just found out the problem. Some of the models, for whatever reason, had Lightmap set to ndef (under Surface). These were not receiving lighting information during a build. By clicking Remove, this solved the problem.


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