I have created some square tessalating terrain tiles in Blender.
Bellow are images of them in action. One of them is four separate objects arranged to form a small hill. The other is those four objects joined together into one and stitched. In one image it looks like there are seams in between the meshes, but there arent. it is just that the smooth lighting gives that affect when the objects are seperate. Is there a way to seperate the objects while preserveing the normals so that this doesn’t happen?
Thats not the problem, the problem is I can’t get the normals right in the first place. See, I want to have theese tiles that fit seamlessly so I can create large worlds within unity that can easyly fit into a lod system an be randomly generated if I want.
Can’t you have one tile in Blender, then somehow “fix” the normals (i.e. keep Blender off recalculating them based on faces) and cut it into separate tiles. Of course I don’t know blender, but other packages have some sort of that (i.e. in 3dsmax you have “edit normals”).
The problem is that the vertex normals aren’t facing the right/same directions at the seams of the different meshes. In maya I can select all the vertices at the seams and do an “average normals” thus aligning all the vertex normals and making it look like one object. Does Blender have any similar tool for corforming the direction of the vertex normals?