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Post by crimsonperfectionist on Jan 25, 2022 7:09:32 GMT -5
So I've been trying to make a glass helmet but I can't seem to figure out how to fix the mesh and texture areas (and geometry maps) to make it look like glass. I've tried following a few tutorials but I can't seem to make it happen as it should and I just end up getting completely lost. I've deleted the other versions I made in Blender since it got me further and further away from my goal. Any help and advice for the stuff I stated would be appreciated. Link: drive.google.com/drive/folders/1q-HWSq9q0QUflsn9zGWz9CaeckXqSZGY?usp=sharing
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Post by mauvemorn on Jan 25, 2022 9:51:13 GMT -5
Hi. You should watch or read a regular accessory making tutorial first, then clone an item with transparency and study how the transparent part is made to recreate it. - The normals of the back side of the helmet are facing the wrong direction. In edit mode select the whole mesh with A and press Ctrl N; - If you want only one part of the mesh to have transparency, you need to move that area's uvs away from the opaque one. Before you do this, select all uvs with A and press S Y 0.5 to shrink them to their original size. When rectangular textures are applied to uvs that were generated in the square uv space, the latter stretch vertically. You need to always bring them back to the original size; - If you want the mesh to morph, you need to transfer uv_1 from the head. Unfold the rig, make "head" selectable. Select the helmet, add Data transfer modifier, choose "head" as source object, set the rest like in the pic, apply. If you do not want the helmet to morph, vertex paint it with black; - You mesh should be assigned ti the head bone and not have all these groups in the list. Delete them all, press on the + button to add the new pne, double-click on its name, paste b__Head__ After that, in edit mode select the whole mesh with A, click on Assign; (ignore the first part of the pic) - you need to clone an item that has transparency, the current one does not. Clone ymHat_Bonus01SWarsLuke, export the blend. You will see that the part with transparency, lenses, come as a separate meshgroup and have a different cut number, 0001, than the opaque one. Your transparent part should be separated as well. Its cut number should be 0001. Its diffuse texture should not be opaque. All of this is done after the aforementioned steps are completed.
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