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Post by nana0nana on Apr 10, 2019 15:47:17 GMT -5
Hey all! I tried uploading my request to tumblr with little help and I really hope this is a good place to post this. I'm a new mesher btw! So I'm making a frankenmesh in blender using two base game hairs, and I get this promising looking undercut style. Then I try to import it into s4s and get this stupid thing >:( (Why is the texture so weird? What's with the black bits?) So I go back to blender to try and fix this but I really don't know what to do from hereI followed a really great tutorial, but the hairs they were using as an example were different and had different parts. (Also, I apologize for the links. I couldn't get the image uploader to work.) Any help is appreciated!
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Post by mauvemorn on Apr 10, 2019 16:04:07 GMT -5
Could you please share the blend, we need to see which uv islands overlap with each other. Also, could you please give the names or pics of the hairstyles you combined so that we could get the textures
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Post by inabadromance on Apr 10, 2019 16:39:34 GMT -5
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Post by nana0nana on Apr 12, 2019 8:22:19 GMT -5
Could you please share the blend, we need to see which uv islands overlap with each other. Also, could you please give the names or pics of the hairstyles you combined so that we could get the textures Hi, so sorry! Forgot to include those! Heres the two hairstyles: This one is the top part of the undercutThis one is the under part on the undercut (its a bit hard to see, iirc theres two bg balding hairs in the game, this one is a little bit longer than the other) And the blend: one and two (sorry, didnt know which one you needed!)
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Post by nana0nana on Apr 12, 2019 10:08:42 GMT -5
Awesome! I did everything you said BUT still a bit of a problem I combined the textures in paint.net and I got the sideburns and part of the underneath good to go but it seems part of the top texture is transferring over to the bottom texture heres a picturei also included the blend files in the post above!
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Post by inabadromance on Apr 12, 2019 12:33:39 GMT -5
You still have two diffuses in the Material tab (next to the upside down triangle) Delete the second diffuse. That's how your mesh will look like in game. You don't want nothing to be there after the hair mesh? Not even painted texture? Then you'll need to select all that part in the 3D view and then move the uv accordingly.
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Post by nana0nana on Apr 12, 2019 13:04:44 GMT -5
You still have two diffuses in the Material tab (next to the upside down triangle) Delete the second diffuse. That's how your mesh will look like in game. You don't want nothing to be there after the hair mesh? Not even painted texture? Then you'll need to select all that part in the 3D view and then move the uv accordingly. Oh no I definitely want the painted texture there! Its just that theres a bit of the top part thats formed onto the bottom part heres a closer lookyou can see a bit of the correct texture beneath the weird, choppy sideways part i outlined it in this pic
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Post by menaceman44 on Apr 14, 2019 16:23:42 GMT -5
What inabadromance is saying is that your mesh still has two seperate textures assigned to it from the two seperate hairs you have used. The game can't work with this though and you must only have one texture for the entire hair. That's why she says to delete the second diffuse in blender.
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Post by inabadromance on Apr 14, 2019 16:48:33 GMT -5
Thank you menace :D
You need to select the circled area in edit mode for the UV parts to show up in the UVmap screen. From there select them and move them accordingly to where you want them to be. The circled area, i'm assuming, belongs to the other hair that wasn't mapped in the texture you're currently using. The mesh itself was mapped differently, therefore, doesn't match the current texture.
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