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Post by godexyposa on Jul 27, 2021 3:36:08 GMT -5
When I import my mesh, Studio splits the edges along the uv islands(?). Even if I merge all vertices, s4s still does it. How it should be After export from s4s What am I doing wrong? Package and blend file before importing.
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Post by mauvemorn on Jul 27, 2021 6:24:56 GMT -5
Hi. S4S splits the mesh along uv borders (has something to do with the fact that a vertex can have only one uv coordinate, this is not unique to ts4). Is there a reason for you to export the mesh after importing it? If you need to triangulate it, there is a modifier for it
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Post by godexyposa on Jul 27, 2021 9:09:40 GMT -5
Hi mauvemorn, I've imported the mesh to give an illustrative example. As the smooth corners split, crisp shading appears in the game. I would like to avoid this, otherwise why would I make smooth corners then? Is there a way to fix this?
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Post by mauvemorn on Jul 27, 2021 12:59:50 GMT -5
When s4s shades split edges as sharp, it looks like this See how designed those lines are? I checked your mesh on the lowest and the highest settings, the issue appears only on the highest. I think it is just a matter of the mesh not having the smoothest corners. You can try subdividing them more to see if the result will be better, but it looks fine
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Post by godexyposa on Jul 27, 2021 15:37:53 GMT -5
It's not about how smooth the corners are. I could leave one polygon, and the corner would still have a smooth shading (well, if it wasn't split). Nvm, I can't find a solution at the moment, so I'll leave it for now.
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Post by simmerish20 on Jul 27, 2021 21:26:30 GMT -5
I'm not sure it's S4Studio doing it. Could be Blender when you import the mesh from S4Studio to Blender. Blender splits edges when you import other meshes, too. It's not just from S4Studio. Anything with split edges but fixed normals in a different meshing program seems to get split edges and changed normals in Blender. Haven't found a good fix for the import issue yet. I tend to use the "remove doubles" tool on vertices after UVmapping and such, if it gets too annoying. It's one of the tools that removes the issue permanently for a mesh, but you have to be careful where and how you use it, because it removes all the split edges in the area you use it on, so you can end up with normal issues for edges if you're not careful. Select only the area of the mesh you want to fix (or everything will be smoothed), but make sure all the vertices you want to combine are selected.
It may not be a good tool to use for bodymeshes, especially in areas between the outfit and skin or different body parts (there's probably still uses for it) - but works fine for smoothing out object meshes.
If you use 2.76 it's at the bottom in the first tool tab to the left when you've marked vertices/faces/edges.
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Post by godexyposa on Jul 28, 2021 0:53:47 GMT -5
Hi simmerish20, This is definitely not Blender. This can be easily verified by exporting the model to another program. In addition, mauvemorn has already given an explanation. I think I already wrote that I merged all vertices (or delete doubles) for testing purposes and got the same result.
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Post by mauvemorn on Jul 28, 2021 4:00:38 GMT -5
1 - original 2 - the side edges are not split at all 3 - the side edges are not split and are subdivided No difference, this is just how the mesh is shaded in-game
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