Post by captfalcon007 on Mar 24, 2024 11:07:55 GMT -5
Hi All, I've come across an issue that I can no longer ignore.
First off let me tell you I'm a noob in blender and can do only simple stuff like flipping the UV, and small edits in meshes. (basically enough to edit cc of skirts and dresses to make them "real"). (I also use Photoshop to alter the Diff layers to accommodate these changes)
However from time to time I had issues of distorted meshes, and since I lack how to find why is that happening I basically ignored it.
I have done over 275+ Transformations/fixes of different CCs so far over the course of the past years, and my effectiveness was pretty high (maybe around 90-95%) but, this time I'm getting a 33% effectiveness, and its way too much time I pour into this mods to only have 33% ( I basically "wasted" this last week on 32 items to have only 10 work) and obviously that's discouraging considering I have a queue of almost 130.
I'm currently Using Blender 3.6 and S4S 3.2.1.6 (star)
I have around 20 CC loaded on these tests (mostly body defaults, and skin details, and a couple of CAS mods, nothing that disruptive)
The Problem:
Overall I only do 4 types of modifications:
1) I move a mesh to another region in the UV Editor
2) I resize or rotate a mesh in the UV Editor
3) I duplicate a mesh to have the normals flipped, selecting in the UV Editor, and Flipping on the 3d Viewport.
4) I delete unwanted Vertices (mostly to open the skirt/dress)
So far I've encountered 2 types of problem within testing the meshes in the game:
1) while moving the mesh around
2) while flipping the duplciated mesh normals
examples:
(you can see these on Imgur as well imgur.com/a/GB0Y2d0)
1) these happens when moving on the UV editor to another region:
1.1)
for example this one, I moved the mesh from the UV editor to another region to reduce footprint on the BaseTexture
1.2)
on this one, I also moved the bottom part of the skirt since it was using unnecessary space within the BaseTexture, and I moved it to where the rest of the skirt in the UV editor was.
1.3)
This one was a a simple duplication of the dress and flip normals.
1.4) a complete mesh mess:
I had this happened while resizing the mesh on the UV Editor
as a bonus, when I add a toenail acc of my bra set I get another pair of arms...
2) a UV distortion like this:
these happens when I need to only duplicate the part I intend of having the UV flipped:
my normal procedure is select the part of the mesh I noticed that doesn't have the UV flipped, select it and flip the Normals:
And the result within the game are these:
Front: (normal looking)
The problem is when rotating the object: as if the mesh was shifted to the front
Sooo... after all of this, can anyone give me a light on what I'm doing wrong?? I feel I'm not doing anything that disruptive to these meshes to have this kind of behavior but like I said, I'm not blender expert to understand.
thanks in advance.
First off let me tell you I'm a noob in blender and can do only simple stuff like flipping the UV, and small edits in meshes. (basically enough to edit cc of skirts and dresses to make them "real"). (I also use Photoshop to alter the Diff layers to accommodate these changes)
However from time to time I had issues of distorted meshes, and since I lack how to find why is that happening I basically ignored it.
I have done over 275+ Transformations/fixes of different CCs so far over the course of the past years, and my effectiveness was pretty high (maybe around 90-95%) but, this time I'm getting a 33% effectiveness, and its way too much time I pour into this mods to only have 33% ( I basically "wasted" this last week on 32 items to have only 10 work) and obviously that's discouraging considering I have a queue of almost 130.
I'm currently Using Blender 3.6 and S4S 3.2.1.6 (star)
I have around 20 CC loaded on these tests (mostly body defaults, and skin details, and a couple of CAS mods, nothing that disruptive)
The Problem:
Overall I only do 4 types of modifications:
1) I move a mesh to another region in the UV Editor
2) I resize or rotate a mesh in the UV Editor
3) I duplicate a mesh to have the normals flipped, selecting in the UV Editor, and Flipping on the 3d Viewport.
4) I delete unwanted Vertices (mostly to open the skirt/dress)
So far I've encountered 2 types of problem within testing the meshes in the game:
1) while moving the mesh around
2) while flipping the duplciated mesh normals
examples:
(you can see these on Imgur as well imgur.com/a/GB0Y2d0)
1) these happens when moving on the UV editor to another region:
1.1)
for example this one, I moved the mesh from the UV editor to another region to reduce footprint on the BaseTexture
1.2)
on this one, I also moved the bottom part of the skirt since it was using unnecessary space within the BaseTexture, and I moved it to where the rest of the skirt in the UV editor was.
1.3)
This one was a a simple duplication of the dress and flip normals.
1.4) a complete mesh mess:
I had this happened while resizing the mesh on the UV Editor
as a bonus, when I add a toenail acc of my bra set I get another pair of arms...
2) a UV distortion like this:
these happens when I need to only duplicate the part I intend of having the UV flipped:
my normal procedure is select the part of the mesh I noticed that doesn't have the UV flipped, select it and flip the Normals:
And the result within the game are these:
Front: (normal looking)
The problem is when rotating the object: as if the mesh was shifted to the front
Sooo... after all of this, can anyone give me a light on what I'm doing wrong?? I feel I'm not doing anything that disruptive to these meshes to have this kind of behavior but like I said, I'm not blender expert to understand.
thanks in advance.