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Post by simkatu on Dec 10, 2023 7:19:33 GMT -5
hi guys, I have a problem with my hair mesh. S4S keeps randomly splitting my UV islands for no reason. I tried removing doubles many times but every time I import my mesh to s4s, this problem occurs again, I never had this problem with my other meshes, this is the first time. I've seen some questions with similar problem but the answer for all of them was just to remove doubles. It doesn't work for me
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Post by simkatu on Dec 10, 2023 7:21:29 GMT -5
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Post by simkatu on Dec 10, 2023 7:27:07 GMT -5
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Post by simmerish20 on Dec 10, 2023 9:04:20 GMT -5
It's a Blender issue, not a S4Studio issue. Make sure you don't use any of the edge modifiers like edge smoothing and similar in Blender, because those don't transfer to S4Studio.
For smooth edges, only "remove doubles" will work. For split edges, only actual split edges (not the edge modifier) will transfer. Any edge modifiers will be ignored.
The hair seems to have several areas where the edges/faces are split, and "remove doubles" seems to fix it - at least on a reimported mesh. Make sure to do it section by section so the UVmapping doesn't get any issues, and not the entire hair all in one.
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Post by simkatu on Dec 10, 2023 14:44:28 GMT -5
It's a Blender issue, not a S4Studio issue. Make sure you don't use any of the edge modifiers like edge smoothing and similar in Blender, because those don't transfer to S4Studio. For smooth edges, only "remove doubles" will work. For split edges, only actual split edges (not the edge modifier) will transfer. Any edge modifiers will be ignored. The hair seems to have several areas where the edges/faces are split, and "remove doubles" seems to fix it - at least on a reimported mesh. Make sure to do it section by section so the UVmapping doesn't get any issues, and not the entire hair all in one. Thanks for your reply! I didn't use any modifiers at all. I tried to do "remove doubles" on each of my island maps separately and it didn't work :( I remove doubles, then when i import in s4s and export that file, it does the same thing.
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Post by mauvemorn on Dec 10, 2023 15:05:23 GMT -5
Hi. When you import an object into s4s, all of its data is converted into numbers, including uv coordinates. Each vertex can have only one set of coordinates ( u, v ) per uv map, so if it exists in multiple places on the uv map, it is turned into multiple vertices, as in, the mesh is split. This is how things work in all games, i think When you remove doubles in 3d space, you should also do this in 2d space, on both uv maps. This wont help at the moment, though, because the reason uvs are so chopped up is torn uv_1. Re-transfer it, but before that, remove doubles on the reference ( do this for hair only ). Also, after you remove doubles on your mesh, the only place it needs to be split manually is along this geometry that covers the hole in the scalp. In your case it is not visible at all, so you dont have to do this.
Just remove doubles on your reference in 3d view, then on your mesh in 3d view, then re-transfer uv_1, remove doubles on uv_0 ( uv_1 should be fines, its not a big deal it looks stretched)
All of this said, is there a reason why you export the blend after importing it? There should be none
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