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Post by manuelrezlei on May 5, 2022 5:13:35 GMT -5
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Post by manuelrezlei on May 6, 2022 0:16:28 GMT -5
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Post by mauvemorn on May 8, 2022 6:29:55 GMT -5
Hi. We need permission to access the files. Please enable sharing Most likely your uv_0 is messed up
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Post by manuelrezlei on May 13, 2022 3:56:05 GMT -5
Hi, sorry for the delay, I already solved it, apparently I had to remove some polygons that were not visible to the naked eye because that caused the shadow, thanks anyway.
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Post by Silerna on May 15, 2022 17:13:44 GMT -5
Hi, sorry for the delay, I already solved it, apparently I had to remove some polygons that were not visible to the naked eye because that caused the shadow, thanks anyway. Is your texture placed in the hair section. It seems like a bit of the texture is clipping with a different place. Have you used the UV template from Here?
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Post by manuelrezlei on Jun 25, 2022 0:00:22 GMT -5
Hello, sorry for not having answered, but again I have the same problem, as I had solved it before, it no longer works for me, I did the thing of using edge splite as it says in this link, and it helped me a bit but that shadow still continues, the It's really a headache because lately it happens to me often and I don't know how to solve it anymore, I feel like it's a very easy problem but since I don't know what my world is, it turns upside down LOL
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Post by manuelrezlei on Jun 25, 2022 0:05:57 GMT -5
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Post by mauvemorn on Jun 25, 2022 17:28:12 GMT -5
Hi. You should never use edge split on "organically" shaped items, it will chop up the mesh in places you don't need. - if you were to switch to uv_1, enable sync, press B, and select that "dot" at the bottom, you'd see that these are the uvs of two strands. They are obviously not where they should be; - press P in 3d view and choose Selection. Now you can select the separated part and re-trasfer the uvs only for that part of the hair instead of the whole hair. So select it, add Data transfer, choose s4studio_mesh_1.000 as Source object, set the rest like in the pic, apply; (ignore the first frame) - join them back;
- switch to Edge select, disable Limit selection to visible, select everything with A, Select - Select boundary loops. This is how you check where your mesh is split. As you see, not in places you need and that is the fault of the edge split; - press B, click and drag to select this vertex in the middle of the geometry that covers the hole, press Ctrl L to select that whole geometry, press Ctrl I to invert the selection; - Remove doubles, set Merge distance to 0,0001; - in Uv editor press W, choose Remove doubles as well, Merge distance to 0,0001 as well. Then do the same thing in uv_1; - this is not necessary, but you can select everything and Mesh - Faces - Shade smooth. and remember that the hair must have 3 meshgroups or the old ones will not be overwritten. Also, did you at any point do anything to vertex paint? it is vertex painted the wrong way, the colors are flipped.
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Post by manuelrezlei on Jun 25, 2022 21:56:07 GMT -5
Hi, I do not understand which is the vertex in the middle of the geometry that covers the hole
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Post by manuelrezlei on Jun 26, 2022 1:28:42 GMT -5
it worked for me, thank you so much, you just took a weight off my shoulders <3 photo
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Post by mauvemorn on Jun 26, 2022 10:13:00 GMT -5
My apologies, did not add one of the pictures
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