Heroes 5 Wiki

After a model is imported a number of issues may be noted with the new model in game. This article provides a number of approaches to align the Heroes V model to the original one.

Issues and solutions[]

Imported model texture is partially visible/applied[]

On the example below, unlike the original import, the heroes V model right body part has no texture and is just black.

This fix should be applied during the 3ds max editing step but before the export to SMD step[1].

  • With the model selected in 3ds Max, open the modifier drop down list.
  • Browse "Unwrap UVW" modifier. To quickly find this modifier in the list, you can press the "u" button after the list opens.
  • in the modifier parameters pane select the "Open UV Editor ..." button.

The "Edit UVWs" window will appear in which you can edit the unwrapped textures of your model. Inside note that there is a square where most texture elements reside. Actually this is where all elements should reside but due to some inconsistency they have traversed the Y axis, onto an empty square (on the picture it is the one with no background). What needs to be done is to move the textures back in their original square.

  • In the "Edit UVWs" window, select all the elements that are outside of the main 2D texture square boundaries
  • Move the back in the original 2D square by either changing the "U" axis in the field on the bottom to "-1" or dragging the textures manually with the mouse.

If you did everything correctly, the unfolding elements should now be inside the main field.

Unwrapped textures are a 2 dimensional map of a 3-dimensional object. Mapping transition between 2D and 3D is made through a mathematical formula which allows a good two way communication between the designer to store the textures in 2D and the game engine to read and project them onto the 3D model. You can read more about the UVW mapping[2].

When finished, close the "Edit UVWs" window and continue with the basic tutorial, exporting the file to SMD[1]. After these manipulations, there should be no problems with the texture in the game.

Broken model animations[]

Some model elements has their binding broken, this can be observed in game when animations that interact with those elements are played, they stick out crookedly. Such binding alterations usually occur in the SMD export/import process. This is invisible when the model is in the basic pose, but it is clearly visible when playing animations. This following fix should be implemented after the SMD export/import[1] manipulation in 3ds Max.

The example we are going to work on has the weapon tip part skewed. To fix this inconsistency the model split vertices has to be connected.

As you are in 3ds Max with the model loaded:

  • From the main menu select "Customize" => "Units Setup..."
  • In the window that appears, select "Metric"
  • From the drop down choose "Meters"
  • Select "OK".

This step is a must as measurements has to be aligned.

  • Select the model
  • Go to "Editable Poly" modifier
  • In the "Selection" sub pane, select Vertex editing mode option
  • Select all the model vertices with "CTRL" + "A"
  • In the "Edit Vertices" sub pane, click on the button next to "Weld" and a small panel with modifier settings will appear.
  • In there, select the minimum available value "0.01".
  • Apply the change by selecting the checkbox.

After this change go back to the import model guide and continue with the next step - Create smoothing groups[3]. Import the model to the game and check if issue is resolved.

Note that this is not the only way to remediate the issue. Another alternative is independently editing the skin modifier[4]. Through this modifier, new elements can be attached to the skeleton. However this is not covered in this guide.

References[]