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Post by bmso85 on Dec 12, 2018 17:28:39 GMT -5
Hi there! So I have a question and not sure how to go about this. I'm in the middle of making a custom head and the Game meshes actually have 3 UVs instead of the typical 2 that you would see on clothing so... When I map the mesh I'm using to the game head, do I have to map the UV_2 much like I would with a UV_1 or do I just map them like I regularly would with just the UV_1?
This has had my brain in loops for a while and I wanted to ask just to be on the safe side.
Thanks.. :3
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Post by inabadromance on Dec 12, 2018 18:01:31 GMT -5
Hi! I don't remember seeing anyone doing this but the data transfer works for any type of uv. So just data transfer one UV to your mesh and blender will try to replicate it as closer as it can. I'm not sure IF s4s will properly import all UVS, i'm not sure about that but you don't waste anything by trying.
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Post by bmso85 on Dec 12, 2018 19:23:43 GMT -5
inabadromance Thanks for the reply. I did the data transfer on one of the UV_1. Blender didn't replicate it for the second one so I reopened my previous blend before I did the data transfer and did the transfer on both UV_1 and UV2 because the ymhead comes with three UVs. uv_0 - uv_1 and uv_2. I actually had to do the data transfer for both uv_1 and uv_2 because doing it for uv_1 did not replicate it for the second. When I looked at the uv maps it shows the face blacked out except for the eyes. Pretty much to sum it up, if you map only the uv and not both uv_1 and uv_2 it will still play perfectly in game since it seems s4s only recongizes the uv1 and uv0 maps.
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Post by inabadromance on Dec 12, 2018 19:59:13 GMT -5
Yeap, all the transfers must be done individually. That's why you get ask to select uv from origin and uv for the final transfer. But that's what i imagined. I honestly don't know much about uv_2 so it's all a grey area for me. Maybe someone else knows more about it. I bet it must do something XD
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Post by bmso85 on Dec 13, 2018 19:01:25 GMT -5
I believe it uv_2 is supposed to be for the eyes, I'm not too sure but now I'm having issues with the UV maps breaking up where the eyes are supposed to be whole they are pretty much split apart and when testing my custom head in game I get these weird fluid like eyes. Here's some examples of the fluidity. (They are also perfectly weighted). And here is the UV issue now.
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