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Post by SYNTH on Mar 8, 2021 12:44:17 GMT -5
Hey, I'm having issues with a seam being caused along the hairline of a mesh. When I am importing the .blend into S4S there are no split edges so this point should not be able to morph separately and show a seam. No matter how many times I remove doubles and even import a new base game mesh and fit it into this area it shows this way in game. I also notice, if I export the mesh from S4S, there is a seam here that I have not put there. Worth noting, it only shows on certain sims such as the last male face template. I can't seem to figure this out. If anyone knows anything I'd love to hear it, thanks for your time. Here's a download for the .package and .blend files
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Post by mauvemorn on Mar 8, 2021 14:34:09 GMT -5
Hi. If you were to switch to vertex paint, you'd see that the area is painted the wrong way. Paint the whole mesh with 007f00 first, then choose 007F3F and manually paint the border edge loop of the hairline
Also, there's no need to transfer weights to something this short. You can just delete all vertex groups and assign the whole hair to b__Head__
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Post by SYNTH on Mar 8, 2021 17:37:05 GMT -5
Hi. If you were to switch to vertex paint, you'd see that the area is painted the wrong way. Paint the whole mesh with 007f00 first, then choose 007F3F and manually paint the border edge loop of the hairline
Also, there's no need to transfer weights to something this short. You can just delete all vertex groups and assign the whole hair to b__Head__
I've completely overlooked this, this worked flawlessly. Thanks so much, I really appreciate the help.
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