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Post by xxtrashking on Oct 8, 2022 12:12:04 GMT -5
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Post by mauvemorn on Oct 8, 2022 14:57:14 GMT -5
Hi. The mesh is vertex painted the wrong way. 007F3F is for the hairline, ensures the scalp moves with facial morphs; 007f02 is for the hair from the roots to the jaw, ensures the mesh moves with the head width morph as intended; 007f00 is for the rest of the hair; Also, because of bangs, the hair is so high poly, it can crash the game for many people. so if you plan on sharing it with others, you have to remove unnecessary edge loops from the bangs. In the future, adjust the resolution of curves - to see the wireframe enable wire rendering for all curves (enable Wire, not Draw all edges) - in the Texture space enable Use uvs for mapping. This way, after you will convert the curve to mesh, all of them will have straight uvs; - Select the curve, Preview U controls the number of horizontal loops; - to adjust the number of vertical loops, you need to select the bevel object and adjust its Preview U. You may also need to remove some unnecessary points on that object
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