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Post by SLYD on Jul 21, 2017 9:20:20 GMT -5
How did you make the uv_1 map? It seems it wasn't properly transferred. Please share the blender file and package file so someone can take a look.
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Post by SLYD on Jul 21, 2017 0:07:27 GMT -5
make sure your blender file have exactly same amount of mesh groups as the original mesh. and also make sure your mesh groups have the same cut numbers as the original mesh. For example, the original mesh has 3 groups: 's4studio_mesh_1', cut number '0000' 's4studio_mesh_2', cut number '0001' 's4studio_mesh_3', cut number '0002'
your mesh should have the same mesh groups and cut numbers. 's4studio_mesh_1', cut number '0000' 's4studio_mesh_2', cut number '0001' 's4studio_mesh_3', cut number '0002'
nothing less. otherwise your mesh won't show up correctly.
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Post by SLYD on Jul 20, 2017 23:35:31 GMT -5
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Post by SLYD on Jul 20, 2017 23:07:27 GMT -5
Glad you fixed it.
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Post by SLYD on Jul 19, 2017 22:57:41 GMT -5
Try baking your texture with wider margins, 4px for example. Yours is about 1px.
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Post by SLYD on Jul 19, 2017 9:33:13 GMT -5
I found the cause. Can you check your MD export dialog again? In Axis Conversion section (you have it collapsed in your screenshot above), it should look like this: You don't need extra settings in blender afterwards. Your setting must be messed up somehow.
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Post by SLYD on Jul 19, 2017 5:03:45 GMT -5
It's very weird. Somehow the axises of your MD export do not match the ones in blender. Changing Forword to '-Y Forward' and Up to 'Z Up' when you import will fix it.
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Post by SLYD on Jul 18, 2017 5:15:29 GMT -5
Some vertices on the fingers do not have correct weight. For example, this vertex in the red circle shouldn't be assigned to b__R_Ring1__. Try deleting hands from your mesh and importing hands again from an EA mesh.
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Post by SLYD on Jul 16, 2017 2:16:02 GMT -5
if you share the package and blender file, someone can take a look.
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Post by SLYD on Jul 9, 2017 10:14:10 GMT -5
I guess it's a weight problem. Do you assign weight of the whole mesh 100% to the hand?
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Post by SLYD on Jul 3, 2017 21:43:39 GMT -5
Try removing doubles and then adding the subdivision surface modifier.
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Post by SLYD on Jun 29, 2017 4:18:16 GMT -5
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Post by SLYD on Jun 29, 2017 0:00:04 GMT -5
I'm not sure why the blender file in your zip file looks fine but when I export the mesh from your package, it looks transparent just like in s4s. Uncheck Backface Culling under Shading, you'll see this dark blue/purple on your mesh, it means the normal is facing inside. You can fix it by selecting the whole mesh in edit mode, and in Mesh - Normals - Flip normals. This should fix it. Furthermore, I noticed there're some sharp edges on your mesh where I marked with red. These are caused by duplicated vertices. You can fix it by removing doubles. However, this will make the hard edges look 'round' and shadowy. You need to then select the hard edges and do edge split. After that, your mesh should be good to import back to s4s.
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Post by SLYD on Jun 27, 2017 8:13:55 GMT -5
Can you describe what you did and share the package so we can take a look?
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Post by SLYD on Jun 27, 2017 7:54:31 GMT -5
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