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Post by chancetimerei on Oct 30, 2023 2:17:48 GMT -5
I've been learning how to use blender, gimp, etc. through this project to create a set of invisible sim outfits, and I feel I've gotten pretty far in this, but now I'm a bit stuck. As I said, the sim is meant to be fully invisible, with her clothes visible behind her. I've figured out how to ExcludePartFlags, make certain meshgroups invisible, using cut numbers, etc. but this one's stumped me. There are a few tutorials I've found that seem applicable but they're in versions of blender after 2.7 (I understand this is the version that is compatible unless I've misunderstood) Point is, how do I make it so that there's a texture showing on the opposite side of these faces?
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Post by chancetimerei on Oct 30, 2023 5:05:23 GMT -5
Okay, so I found a partial solution with some more searching, and it genuinely almost looks great... except that now it has lines on the sleeves where the different meshes come into contact, and I'm really not sure what to do about that. My solution was: 1. Shift+D on any mesh that I needed to have an inside texture for 2. Ctrl+Shift+N on the duplicate 3. Ctrl+J to join the two I thought that was just simple enough that I'd done it right, and it looks perfect in blender. But here's what it looks like in S4S and in-game: So I guess my question is, is there an easy way to get rid of these nasty lines?
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Post by mauvemorn on Oct 30, 2023 5:37:16 GMT -5
Hi. You need to offset it. - select the area that needs the other side; - shift d to duplicate, then Alt S 0.002 to offset; - with the area still selected, Mesh - Normals - Flip normals
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Post by chancetimerei on Oct 30, 2023 6:12:52 GMT -5
Thanks so much, mauvemorn! I had wondered if scaling may be the issue, but I'm very new to blender and I didn't know how best to do that in this case. Super happy with how it looks now! I should also probably say thanks for a post you made a couple years ago, that's what started me learning!
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