#Lighting issue?
1 messages · Page 1 of 1 (latest)
looks to be more than lighting
the brush is probably invalid, check with alt+p or if its hammer++ it should be highlighted red to show its invalid
Those are brushes??
yeah.. :D
Nuts
So source engine brushes have a couple of limitations. The first is that quads and ngons must be coplanar (all the triangles that make up the face mush share the same plane). Brushes cannot be concave, so if you need a face to not be coplanar, you must cut it into an additional convex brush or add an edge to change the face topography.
In theory your finely crafted couch cushions should be! The problem is that brushwork vertices "drift" when they're not on rounded grid points and that causes problems with maintaining coplanar surfaces at arbitrary angles. What's happened here is your rotations put some vertices off grid and the resulting vertex drift created invalid brushwork.
I think there are exceptions or ways to make things work "off grid" but generally speaking best practice is working on-grid in hammer. That's about the extents of my knowledge on the matter though, so someone else may be able to fill you in more.
Pardon me, I really should have proof read that again before I sent; I think I've unoopsed all the typos.
I'm always on grid, I've never once used the alt key to go off it. However they are tilted so that they do go off grid (could that cause it?). The second image doesn't go off grid at all though (I've turned on Round Points to Integers) yet it still happens.
Yup, rotating brushwork so the points go off grid isn't interpreted as a delta transformation on the brush; it applies the transformation as a change to the vertex positions in global space
alright, how about the fountain though? They all seem to cut off at the same height but they're all one brush
Dunno, I'd have expected the same behavior as your pillows.
Under these circumstances I'd have converted to meshes for arbitrary angles
I'd love to play around and test more but I cant compile rn cause I've exceeded the brush limit :D I see you're on mobile but could you take a look at #1049742048653213727, I feel like I'm missing a simple thing
Happy coincidence then.
what? :D I don't understand. If you're saying this might be related to the brush count I've opened this thread 2 days ago and I was nowhere near the limit then
No no, just a happy coincidence that you already have a need to convert brushwork to meshes.
oh :D
Alright, our gracious Advisor has posted a resource there you can look at. Follow through on that and let us know how things go.