|
Post by comb on Mar 31, 2018 20:55:41 GMT -5
|
|
|
Post by annabluu on Mar 31, 2018 21:07:12 GMT -5
in edit mode press the F key on your keyboard.
|
|
|
Post by comb on Mar 31, 2018 21:13:02 GMT -5
So i pressed F and it did something but it looks a bit strange and i kept pressing if and it was just making a mess, Do i need to select things differently?
|
|
|
Post by annabluu on Mar 31, 2018 21:21:01 GMT -5
i don’t really know how to answer your question because every method that would essentially “close” the mesh will change how the mesh looks in the end. you can try selecting every few vertices and doing alt + m on your keyboard and selecting at center.
|
|
|
Post by comb on Mar 31, 2018 22:02:55 GMT -5
i don’t really know how to answer your question because every method that would essentially “close” the mesh will change how the mesh looks in the end. you can try selecting every few vertices and doing alt + m on your keyboard and selecting at center. Ok so i been playing with it and It sorta works to alt + m but these lines or edges or whatever seem to mess it up not the dots
|
|
|
Post by BTM on Apr 1, 2018 0:13:59 GMT -5
Hi comb! Well, here you have two ways to close that hole. First the one that annabluu told you. First, select every vertex you want to "merge". Then press E to extrude, that will let you create a duplicate of the vertex you selected connected to the originals and without editing them. Then press Esc to leave them in the same place (just press E and Esc). This way will have a nice look but it will take so long as you have to select vertex by pairs and merge them together (preferibly select "by center"). Another option would be to erase the hair you cloned (I think you cloned that hair from the game and you're editing it) one level below, I mean to "cut" it a little more down, and merge those vertex. As I said, there's another way to do this. It will take you 20 seconds but will have a worse (but not bad) looking. Start the same: select vertex, press E and then Esc. Now, instead of merging them, press S and use the mouse to make them the smallest you can. Literally, make them pretty small. Now just select those edges that remain at right and left, triangle shaped, and press F (once for each pair of edges). This should create a face between them, as seen in picture. That may be enough, but you also can press S and then X to make those vertex wider (what should make it look better). Hope this is enough to solve your problem. If it's not, don't hesitate on asking whatever you need. Good luck!
|
|
|
Post by comb on Apr 1, 2018 0:55:24 GMT -5
Hi comb ! Well, here you have two ways to close that hole. First the one that annabluu told you. First, select every vertex you want to "merge". Then press E to extrude, that will let you create a duplicate of the vertex you selected connected to the originals and without editing them. Then press Esc to leave them in the same place (just press E and Esc). This way will have a nice look but it will take so long as you have to select vertex by pairs and merge them together (preferibly select "by center"). Another option would be to erase the hair you cloned (I think you cloned that hair from the game and you're editing it) one level below, I mean to "cut" it a little more down, and merge those vertex. As I said, there's another way to do this. It will take you 20 seconds but will have a worse (but not bad) looking. Start the same: select vertex, press E and then Esc. Now, instead of merging them, press S and use the mouse to make them the smallest you can. Literally, make them pretty small. Now just select those edges that remain at right and left, triangle shaped, and press F (once for each pair of edges). This should create a face between them, as seen in picture. That may be enough, but you also can press S and then X to make those vertex wider (what should make it look better). Hope this is enough to solve your problem. If it's not, don't hesitate on asking whatever you need. Good luck! So i cloned the first hair using base game hair but then i changed to the hair from cats and dogs which the shape i cut it is not so difference and still very annoying and im still a little confused on how i can even close these shapes since they are so unique. Im not sure where i should start if maybe you can point out where?
|
|
|
Post by inabadromance on Apr 1, 2018 2:31:46 GMT -5
hi! you changed the hair but the process remains the same. have you tried applying what was suggested above? f?
|
|
|
Post by comb on Apr 1, 2018 2:41:40 GMT -5
hi! you changed the hair but the process remains the same. have you tried applying what was suggested above? f? Yeah, I tried F it just creates a mess and i dont really understand whats being told of me too do like i do them but they turn out real rough looking and not that nice :(
|
|
|
Post by inabadromance on Apr 1, 2018 9:49:49 GMT -5
please share your new blend file so someone can take a look.
in my opinion, meshing isn't a math. it depends on the mesh, trial and error on what would be the best approach. asking with as picture not always will give you the answer you seek, it's not a guessing game.
also I don't understand the "ends up a mess" part without seeing. just filling the gap isn't enough, you'll have to re map the new face that gets created.
|
|
|
Post by BTM on Apr 1, 2018 9:56:52 GMT -5
You must use F selecting a few vertex. Think that you're creating a face: the more vertex you select, the more difficult it will be for blender to create a face with them. You should try using F to create squares or triangles (by selecting 3 or 4 vertex each time). I didn't suggest that because it would make the texture different but you still can edit the UV to make it look nice.
|
|
|
Post by comb on Apr 3, 2018 2:11:18 GMT -5
Sorry it took me a while, but easter came up and that's busy, but heres my blend file cause I'm a bit out on how to do this myself and it might make it easier to show me what to do myself.
|
|
|
Post by Zelrish on Apr 3, 2018 3:54:43 GMT -5
I just had a look at your blend. Although I didn't check the previous ones, it seems to me from the previous screenshots that you did nothing on this mesh.
There is no magic solution here. Both methods given here are very good. There is no way you will fix it with 2 clicks and nothing to adjust afterwards. You can simply move the vertices around and merge them which is a bit time consuming but will give you a nice result with nothing more to do at the end. Or you create new faces. (the F thing) : Inconvenient here is that you will have to map the new faces on the uv map. Which seems out of your reach as of now. But if you go this direction you will learn and understand a lot more about 3D meshing once you are done.
|
|
|
Post by BTM on Apr 3, 2018 6:01:17 GMT -5
I've done the same I told you. First I extrude the vertex I want to close (left). Then I use Alt + M to merge them (right), part by part. If you do it by merging 2 or 3 each time (instead of merging a larger group as I've done) the result should be better. When all the hole is closed (left) I moved it up until the down part is flat (I think you want it like that). The texture looks pretty bad, that's the problem, but that's your part of the work, to edit the map so it looks better. There's no magic solution, as Zelrish said. If you close that hole you'll need to edit the UV. The process is still the same we told you once or twice, hope you now manage out how to do it properly . Either way, here's your blender with that hole "fixed". Now is your time to decide if repair the UV or not. Besides that I highly suggest you give a look to some tutorials, not S4S but Blender ones. Even if it looks too much, it worths your time.
|
|
|
Post by comb on Apr 3, 2018 14:49:39 GMT -5
I've done the same I told you. First I extrude the vertex I want to close (left). Then I use Alt + M to merge them (right), part by part. If you do it by merging 2 or 3 each time (instead of merging a larger group as I've done) the result should be better. When all the hole is closed (left) I moved it up until the down part is flat (I think you want it like that). The texture looks pretty bad, that's the problem, but that's your part of the work, to edit the map so it looks better. There's no magic solution, as Zelrish said. If you close that hole you'll need to edit the UV. The process is still the same we told you once or twice, hope you now manage out how to do it properly . Either way, here's your blender with that hole "fixed". Now is your time to decide if repair the UV or not. Besides that I highly suggest you give a look to some tutorials, not S4S but Blender ones. Even if it looks too much, it worths your time. I have no idea how you did that and made it look nice in my opinion cause when I tried to do that it would leave giant uneven spaces and stuff and the skin of the sim would show up under the hair and gladly enough I don't mind the texture of it. I usually mess with objects and not CAS items, but this is something I really wanted and i appreciate this!
|
|