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Post by sunnyshov on Aug 23, 2022 21:18:39 GMT -5
Hi! So I've been making some "frankenmesh" hairs using EA meshes lately just to figure out what's what and how to create hairs. For this particular hair, i've been having trouble with the weights (i think). aka the hair mesh starts clipping into the head when i use poses and when the head is at max size ( pictures). I also would like to play around with the uv and texture some more, but i've already done the hat chops. if I change the uv map's position on the main chop, is there an easy way to also apply those changes to the hat chops I already made or do I just have to redo them? Thanks!! files before you download disclaimer: the only swatch i've applied the correct texture on is the yellowy blonde one, so that's the one i'd suggest viewing lol. ALSO all of the maps (esp the shadow map) are from the previous mesh so just disregard those since they look wonky with this hair. blender file.package file
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Post by mauvemorn on Aug 28, 2022 5:52:07 GMT -5
Hi. b__Spine2__ affects too much of the mesh. It is vertex painted the wrong way, from the jawline to the root it should be painted with 007f00. uv_1 does not look right. - check a hairstyle of similar length for how much of it b__Spine2__ affects and edit the weights; - unfold rig, make head_2 and top selectable (cursor icon); - select head_2, in 3d view press Shift D, then Esc to duplicate. Do the same with top; - select head_2.001, shift-select top.001, join with Ctrl J. This will be your Source object for uv_1 transfer; - select s4studio_mesh_1, add Data transfer modifier, choose Source object, set the rest like in the pic, apply; - select the mesh from the jawline to the ends, vertex paint with 007f00, smooth paint. Explained here (quoted text only);
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