Some faces darker?

I haven't found an answer to this question as of yet, but on some items created in the TMTK - things like walls, or banners based on an elongated and flattened cube, one sides faces will appear normal while the opposite sides are very dark. All faces are oriented correctly, textures applied correctly, use a black texture image as the "_SM" texture to control shine. Several others making TMTK items have mentioned having this problem as well, is there a setting we're missing?
 
Well, this one is a little hard to explain. Depending on the software it concerns different functions.


I'll start off with the issue itself:

This 'phenomenom' occurs, because the object is located elsewhere than where it really appears, in different size and proportion as well.
Basically, the model has wrong transform coordinates which are carried over into the fbx.

The TMTK guide isn't very comprehensive regarding this 'issue'.
But under Export/Maya2018 there is a hint towards what needs to be done in other 3D software as well:
"Before exporting, all objects should have their transforms reset and have the 'Non-Deformer History' deleted:
Edit > Delete All by Type > Non-Deformer History
"

the 'non-deformer History' in 3Ds Max would be cleared via XForm reset.

I don't know the equivalent in Blender, so i can only point you in the direction.

Hope this helps!
 
Just for completeness' sake: In current Blender versions, all you should have to do for static (i. e. non-animated) objects is
  1. Apply all transformations before export (so object locations, rotations are all at 0, scale values being at 1)
  2. Enable "Apply Transform" (marked as experimental) in the FBX export settings.
In older Blender versions you needed to do a trick where you had to rotate the mesh by -90 degrees around X, but i never had to do this with Blender 2.8+.
 
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