|
Post by pandamontok on Mar 24, 2022 5:33:47 GMT -5
Usually black/dark shadow cause by two faces forming a below 90 degree angle. But here no such faces.
And the diffuse don't have such color on that area. No double faces either.
So what causing it?
File blend + package + diffuse:
|
|
|
Post by mauvemorn on Mar 24, 2022 10:14:02 GMT -5
Hi. It’s the uv_1 map. It’s, like, backward. The uvs of the front of the cap are where the back should be. Re-transfer uv_1 from the head (not head_2), make it selectable first. And again, either do not transform objects in the object mode or just apply their transforms if it works for you. To Blender, the reference cap is still at the bottom, still facing the wrong side.
|
|
|
Post by pandamontok on Mar 24, 2022 14:31:17 GMT -5
Backwards? I won't figure out that by myself. Thank you. I did use a hat reference whose brim is backward. Using the head makes the uv_1 like this: So I just use another hat. Need more work to make the result less ripped, though.
|
|
|
Post by mauvemorn on Mar 24, 2022 16:25:33 GMT -5
the hat will be split and may give you ripped uvs. That is only one row of faces stretching and they will not cause you any problems. You can fix it if you want. Select the polygons at the center, isolate them with Shift H, move, then unhide everything with Alt H
|
|
|
Post by pandamontok on Mar 25, 2022 9:24:29 GMT -5
If I created a hat where the cap is backward, can I still use the head for uv_1?
|
|
|
Post by mauvemorn on Mar 25, 2022 9:32:34 GMT -5
yes, you can use the head for everything that does not go below where the head mesh ends. Just make sure to always check what is the head and what is the mouth cavity, it is named differently in different rigs. And if you're going to transfer weights from the head, make sure to remove unused ones and unnecessary facial bones
|
|