nuys
New Member
Posts: 6
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Post by nuys on Jul 2, 2020 19:59:20 GMT -5
Today a tried to make hair completely from scratch using paths. The tutorial I used wasn't for the sims though so I'm not sure how to continue from where I'm at. Im sure that it's possible since the tutorial I used was recommended in an ask post by another creator. Does anyone know how to make the paths a part of the mesh? .blend and .package
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Post by Feyona on Jul 3, 2020 0:51:27 GMT -5
ALT+C -> convert to mesh from curves. Your mesh will be too high poly to be used in the game.
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nuys
New Member
Posts: 6
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Post by nuys on Jul 3, 2020 1:28:57 GMT -5
ALT+C -> convert to mesh from curves. Your mesh will be too high poly to be used in the game. I've decimated the mesh a few times and got it down to where it will work but now I've come across the problem of the vertices on the UV map being disconnected. Like I said, I've never done this before so I don't know if thats normal. Is there an easy way to fix it so that the vertices in a strand are joined on the UV map? (sorry if that sounds confusing I don't know much about blender but I'm trying to learn)
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Post by Feyona on Jul 3, 2020 2:28:22 GMT -5
It is not how the hair is done for the games. It is meshed as low poly since the beginning. Search for game style hair meshing process videos to see how other people do this. Decimating destroys mesh topology, also hair is one of the most difficult things to do for the game, so it will take probably more than one mesh to figure things out. I don't know how to easily reduce poly count in this mesh. You can select loops and delete them, this how meshes suppose to be properly decimated. But it will take tons of time for this mesh. Normally artists create high poly mesh by sculpting it and then retopologize it into low poly model. This type of hair like in your file is used for art scenes. The best way to quickly select and delete edge loops is by using this technique. After you select edge loops click x->dissolve edges. Do this twice for every strand. For example the longest strand in the tail is 2304 polys, by removing edge loops you can easily reduce it to 300 polys and it will look pretty much the same smooth.
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