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Post by ursamajor2727 on Apr 15, 2022 19:44:37 GMT -5
I tried searching for this issue, and I couldn't find anything, which makes me think I'm missing something obvious. I'm recoloring hairs with my own palette, both EA hairs and custom content hairs. I noticed that with some of the CC hairs, on lighter colors you can see a kind of pixelated distortion of the texture. This is on the original CC hair, and remains after I recolor it. I'm going to try and display 2 pictures, one of the original EA hair that I recolored and that has no distortion, and one of the CC hair (which is a conversion of the EA hair for children) that isn't recolored but has the distortion. Sorry if I mess up the images, I'll just edit this post until I get it right.
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Post by mauvemorn on Apr 15, 2022 22:15:48 GMT -5
Hi. This is how the mesh is shaded, not pixelation (Ignore the selection in the picture) - export lod0 from the child mesh, open the file; - expand the rig and hide the head; - in 3d view RMB-click on the top of the hair mesh to select the right meshgroup, switch to edit mode(TAB); - disable Limit selection to visible, choose Vertex select. RMB-click on the vertex in the middle of the geometry that covers the hole; - Select - Select linked to select only the geometry that covers the hole at the bottom of the hair; - Select - Inverse; - Remove doubles with merge distance set to 0,0001 - select another meshgroup, the hat chop. It will have no geometry that covers the hole, so just switch to edit mode, select everything with A, remove doubles; - do the same for the third meshgroup
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Post by ursamajor2727 on Apr 15, 2022 23:05:40 GMT -5
Oh, wow, thanks! This is very detailed, thank you very much for your help
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Post by ursamajor2727 on Apr 16, 2022 20:48:24 GMT -5
Thank you again for this, I followed the instructions and it fixed the issue. I'm curious about how this issue occurs, however. Some of the conversions of EA hairs that I've found are so old, the creators aren't around anymore, so no one is going to update the swatches to add the new colors. In those situations, I was just creating a new CAS standalone that had all the new swatches, and importing the meshes. (This is just for my own personal use, I am not going to share any of this.) It seems like whenever I do this -- export the mesh from the original CC package, and import into this new package I'm creating -- the shading issue crops up. So, am I doing this somehow? Am I creating the shading issue that then has to be fixed?
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Post by mauvemorn on Apr 17, 2022 10:55:36 GMT -5
In short: - the original creator imports the mesh without doubles in the software; - the software splits it along uv island borders but does not shade them as sharp; - you export the blend from this package, the mesh is already split; - you re-import the mesh back without removing doubles, s4s and the game shade those split edges as sharp. Technical reasons that you do not need to understand: By default, the game shades everything as smooth. When sharp edges are shaded as smooth, dark shadow appears along them (second pic). To make the game shade them as sharp, you need to split the mesh along them. This is what happens in the picture you shared. Naturally, you may wonder why was the mesh split so randomly in the first place?? Well, the creator is not the only one who splits the meshes. As i mentioned, the software used to make content for ts4 do it as well. They split the mesh along the borders of uv islands for a completely different reason* with a different outcome**. So if the uvs are ripped anywhere, the software splits the mesh and you do not see it. But when you export and re-import the already split mesh, you start to see it. * in the game, each vertex can have only one set of uv coordinates per uv map. If it exists in multiple places on the map, instead of one vertex with multiple sets you get multiple vertices with individual sets ** if its the software that splits the mesh, these edges are not shaded as sharp
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Post by ursamajor2727 on Apr 17, 2022 12:02:38 GMT -5
Ohhhh, OK! Thank you SO MUCH for explaining all this in such detail, I really appreciate your help
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