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Post by uglysquire on May 21, 2022 2:04:18 GMT -5
I have successfully made my first hair, and I'm extremely happy to have gotten this far. Looks like there is one minor issue though. It looks like the hair is chopping through her head. I've made sure the uv maps/textures are in the correct places as well as having the texture on the correct place on the map. If i move the hair texture down, it interferes with the facial texture. I suppose this could be an issue with a few things and i'd appreciate a pointer in the right direction since nothing i do seems to work and I couldn't find a thread on this issue. Also: the hair is choppy because I had to lower the polycount a pretty noticeable amount to be able to meet the polycount requirements. Is there a better way to do this without losing resolution for hair with a lot of parts/curves? Thank you!
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Post by uglysquire on May 21, 2022 2:16:45 GMT -5
I had the other two cuts on invisible mode, and when i made them visible and put it back in s4s it fixed a decent amount of clipping but there is still quite a bit left.
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Post by mauvemorn on May 21, 2022 3:00:44 GMT -5
Hi. It looks like the normals are inverted. Share the blend file please
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Post by uglysquire on May 21, 2022 12:24:50 GMT -5
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Post by uglysquire on May 21, 2022 12:31:42 GMT -5
Hi. It looks like the normals are inverted. Share the blend file please Inverting the normals makes it look all good in S4S but in the game it seems to still have the same effect
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Post by mauvemorn on May 21, 2022 12:33:15 GMT -5
Can’t check the file right now but did you invert normals on all 3 meshgroups?
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Post by uglysquire on May 21, 2022 13:25:19 GMT -5
Can’t check the file right now but did you invert normals on all 3 meshgroups? I believe I did, I'll have to double check I went through everything when i get back from work.
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Post by uglysquire on May 21, 2022 22:53:28 GMT -5
Can’t check the file right now but did you invert normals on all 3 meshgroups? Yep, everything is all inverted.
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