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Post by j on Aug 17, 2015 8:50:35 GMT -5
For some reason my mesh, which as far as I can see is decently made and spliced together, is showing tiny slits around the bun area, and in one place in the back. It's not a texture issue. I thought maybe it's just Blender/S4S accentuating the seam lines but nope, it looks exactly the same in the game, and the slits become even more apparent the more zoomed out you are. Now for the weird part - same exact mesh on men doesn't have this problem.
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Post by samanthagump on Aug 17, 2015 13:04:09 GMT -5
I have no idea if this could the issue, but I've noticed seam lines when zooming out on clothes before, and the reason was that I didn't color the texture over the edges enough. Usually on EA meshes they have a little buffer area around their texture, so if your textures are ending right at the edge maybe try pulling them out a bit more.
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Post by j on Aug 17, 2015 14:16:05 GMT -5
That was one of my initial thoughts but it's definitely not the texture. :-/ For starters, it would have been the same on males then since it's an identical mesh, but it's not.
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Post by orangemittens on Aug 19, 2015 13:53:04 GMT -5
If you post the mesh someone can take a look at it.
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Post by untraditionalnerd on Aug 22, 2015 9:20:33 GMT -5
Hi! The buffer around the uv map island might a solution. I had that problem few times. IF the problem get more visible when zooming out that there are good chances that increasing the buffer might fix it. Try like 5 pixels. Remember that the male body is not the same as the female one. They have different proportion and it might be the reason why a problem appears on girls but not on guys. If you don't want to post the package could you post a picture of the uv map? does the splinters appear on the uv map cuts? Are you using mark seam? Sometime the problem gets fixed by exporting and re importing the blend file. sometime it helps if you re uv map the part. Is the mesh positioned in the same way on girls like on guys? If you posted the package/blend file we could have a look UN
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Post by j on Aug 24, 2015 16:41:33 GMT -5
Whoops, sorry I just noticed the replies here. It's definitely not the uv/texture because it's mapped way into the coloured parts. Example (the back part with the little slit): I'm aware that the female and male bodies/sizes are different, however, I imported the same exact mesh onto the male. So there were no edits to the "male" mesh since well, it's the same exact mesh. I didn't use any seams because I literally combined two existing EA hairs and they were already perfectly mapped. I just spliced the UV/texture together. Also, while I'm at it, I've got a weird thing happening with the male hat chops. The mesh splits in two places in the back. I kind of know why they split where they split, but I don't know WHY they split - the original bottom mesh came with a ponytail which I removed myself. It splits exactly on the edges of that new part I replaced the old ponytail with. However, it does not do that on the normal male hair, and none of the female meshes (hat chops and normal). Oh, and there are these weird shadowy triangles around the male scalp too. I did kind of mess up the mesh by deleting some vertices from the scalp to the center of the head (inside the head) in the early stages of creating that mesh (many many months ago). Is there a way to fix them without having to redo the whole mesh from scratch? I'm so sick of this hair. I started it in June, retired it for over a month, resurrected it with a different bottom half and am still struggling. I haven't even started on the LODs.
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Post by untraditionalnerd on Aug 29, 2015 17:26:48 GMT -5
Hi! I've looked in the package and asked to OM to look in to the problem and she found the problem There is an actual problem in the mesh. between the hair and the bun. it's hard to see in the pic but as you may see they are not really connected. Try to work while you see the texture and it will help. I'm pretty sure that once you fix that the problem will dissaspear Let me know how it goes UN
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Post by j on Aug 29, 2015 17:35:52 GMT -5
Well, the bun + the scalp I did not edit one bit because that is the original EA hair, the one that came with Get To Work. I connected the scalp hair to the loose bottom hair, so your theory would explain the slit in the back between the scalp and loose hair, but not the numerous slits on the bun.
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Post by orangemittens on Aug 29, 2015 18:01:27 GMT -5
The reason it doesn't look right in the game is because there are disconnections between vertices in the mesh. This isn't a theory...it's just how it is. I removed doubles using Blender's default settings which removes doubles between vertices as close as 0.0001. I changed the settings to remove vertices as close as 0.002 and many of the separations in this mesh persisted. This means that the vertices are very far away from one another and need to be pulled together or else the slit will persist. If you have vertices separated this far apart on your mesh in Blender, if you're seeing those orange lines in Blender, there will be gaps in the game that show as sparkling lines as you pan around the Sim wearing the hair. That isn't a theory...the evidence is that this mesh, with those gaps in Blender, shows up how it does in the game. The way to fix it is to get rid of the gaps between the vertices of the mesh.
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Post by j on Aug 29, 2015 18:10:02 GMT -5
I'm not suggesting you're lying to me OM. It's just that I literally did not touch the bun at all. I just cloned off of that hair, and it's also showing the orange slits in Blender. Does that mean the base hair is wonky? Why is it not displaying any slits in the game then, and why does the same mesh not have the slits when put on a male? D-:
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Post by orangemittens on Aug 29, 2015 18:30:30 GMT -5
I know you're not J. What you're telling me is that you can round trip this mesh and that works fine. So there is no Studio bug here. It's a mesh problem. Again, what I suggest is that you sew up the splits in the mesh. I didn't look carefully enough in CAS to see if the bun was splitting in the game. The splits I saw were lower down in the back and sides and around the face. Look at where the splits are and get those vertices together. That's all I can really tell you...that's what I would do if this was my project.
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Post by mothersuperior on Feb 2, 2019 10:21:38 GMT -5
I've got the same problem, but for me, the mesh looks fine in blender, but split in-game. I removed double, but there's none of it anymore, I checked if the vertices are disconnected, they're not. It's driving me insane!
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