|
Post by luke1 on Jan 21, 2020 17:57:19 GMT -5
Hi everybody! So I just very recentry got into modding and meshing, I'm as green as I can get. I've been working on a little easy project just to start but I've met with a problem I quite honestly can't explain. This is how the meshes appear in Blender (sorry for the link, some reason I coundn't upload images directly on the thread) This is the mesh weighted and linked to the bone - mesh is joined to EA mesh, both uv_0 and uv_1 are mapped. But then, this is how the mesh appears in S4S, in game is the same. I don't know if it shows properly but the mesh seems "hollowed", depending also from the point of view you're looking at it. It's like the solid surface that should be closer to your point of view is invisible. Thank you all in advance, I'll be happy to provide additional screenshots on request. Sorry if the ones I provided don't show enough/proper information. 😅
|
|
|
Post by simmerish20 on Jan 21, 2020 18:29:51 GMT -5
I can think of two possible problems.
The first being a transparency issue, where the texture settings are for some reason set to be see-through (no idea how to fix that, and trying to figure it out for myself).
The second being that somewhere in the creation process, or when you mirrored the mesh, you accidentally turned the mesh inside-out. It can be very difficult to spot, because depending on the mesh settings and whether it's a double-sided mesh, you only see it as a slightly different greytone. If this is the case, select the mesh parts you want to fix in Blender, then click the "shading/UVs" tab to the left, and under "normals" choose "flip direction". If the mesh is single-sided, the "invisible" side should show transparent in Blender, though.
(the mirrored dollar sign you may want to fix, because it is mirrored from both sides)
|
|
|
Post by luke1 on Jan 21, 2020 18:50:52 GMT -5
"The second being that somewhere in the creation process, or when you mirrored the mesh, you accidentally turned the mesh inside-out. It can be very difficult to spot, because depending on the mesh settings and whether it's a double-sided mesh, you only see it as a slightly different greytone."
YES!! That was it! Thank you oh so very very much. 😚
|
|
|
Post by mauvemorn on Jan 21, 2020 18:51:34 GMT -5
Hi. As the person above said, the normals are facing the opposite direction. Except for you don't "accidentally turned the mesh inside-out", it always happens when you duplicate, mirror and join something. So that's something you should keep in mind in the future
|
|
|
Post by simmerish20 on Jan 22, 2020 10:19:15 GMT -5
^ Shouldn't happen when you duplicate or join meshes (unless you join something to an inside-out mesh or duplicate it - if it happens, something probably went wrong), but it can happen when you mirror.
|
|
|
Post by luke1 on Jan 22, 2020 12:34:59 GMT -5
Thank you all so much, that's incredibly useful info. 😉
|
|