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Post by pardus on Nov 29, 2019 4:54:04 GMT -5
I inspected the mesh and there doesn't appear to be irregularities. It is UV mapped, there's no overlapping faces, and it isn't separated from the rest of the mesh. In Blender it appears exactly like the rest of the faces going front to back, so I have no idea why it isn't rendering.
I also want to use this opportunity to ask a few more questions:
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Post by mauvemorn on Nov 29, 2019 5:28:25 GMT -5
Hi. This hair strand is probably inverted. You do not see it in Blender bc backface culling is probably disabled. Select one face on the strand, press Ctrl L to select the rest, Mesh - Normals - Flip normals You do not need any other software for layering Here's how to do it in Blender Separate every plane in order from top layer to bottom (press L to select plane, then P to separate). Separate everything till s4studio_mesh_1 is just an empty mesh (in edit mod it should just be an origin to show the middle but there should be no verticies etc). You should have a bunch of separated meshes. Then, select them all from the highest number to low (for instance mesh_1.0075 then mesh_1.0074 then 73 etc etc etc), and when all selected, make sure you active selection is on mesh_1 (the empty mesh), and press ctrl + j. As for layers, you can put geometry on layers manually, but it is not really useful in this situation. I highly doubt there is a way of seeing in what order the planes are placed because, well, this feature is not really something most people would need. To my knowledge ( and as far as google understands me), this issue is related to TS4 glass shader specifically. As for limitations, this shader exist specifically for the glass part of glasses which always has one layer, there isn't even the back part. So if you think about it this way, the limit is 1 layer. We have no problem ( well..) going beyond it, though. So I guess it is just a matter of trying and figuring it out.
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Post by pardus on Nov 29, 2019 5:37:22 GMT -5
Thanks for replying. I will try the backface culling at home. As for layers, I am aware of how it is done in Blender as seen in one of the comments of Laracroftfan's tutorial. However in Blender you cannot see if you have misplaced layers but apparently in 3dsmax you can. The only way as of now to see if I have done my layering right is to package it and open up the game, but this is rather laborious.
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Post by pardus on Dec 3, 2019 12:47:33 GMT -5
I tried turning backface culling and the normals appear normal(no pun intended)
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Post by mauvemorn on Dec 3, 2019 12:56:06 GMT -5
I did not notice that in the 3ds max tutorial you can see transparency issue in the viewport, thats good news. Blender material alpha can probably be set up to do that, too
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Post by pardus on Dec 3, 2019 15:06:10 GMT -5
Okay I found out the solution to the original issue the thread is about. It turns out the problems have nothing to do with the normals. The problem comes from the game engine not liking UV vertices that go off the image canvas:
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