Deleted
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Post by Deleted on Jun 26, 2024 4:21:27 GMT -5
Hello! I've frankenmeshed a hair and added some strands to it using curves and I'm confused as to why it looks like this when imported to studio. I made sure the normals aren't flipped. It looked perfectly fine yesterday and I even tested it in-game (which also looked fine), but I wanted to go back and fix the bangs and tweak the UV map. So I did. I opened an earlier blend file before the weights, vertex paint, uv_1, added/edited the bangs then re-adapted it. But for some reason, it looks like this now. Did I miss something? As far as I know, I did the exact same steps as I did yesterday when it still looked fine. Here's how the first version looked, by the way. My files (just realized I uploaded the wrong blend file, oops)
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Post by mauvemorn on Jun 26, 2024 5:21:01 GMT -5
Hi. Switch to Edit mode, select everything with A, Mesh - Normals - Flip. Do for all meshgroups
For the future, mirrored and original parts of the mesh should be joined in a specific order: - duplicate a meshgroup, mirror it; - select the mirrored meshgroup, in Edit mode select everything with A, Mesh - Normals - Flip; - in Object mode, select the mirrored meshgroup, then Ctrl-select the original, join with Ctrl J.
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Deleted
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Post by Deleted on Jun 26, 2024 5:37:12 GMT -5
That's weird. I had Face Orientation ticked in the Viewport Overlays and it showed all blue, so I was certain normals weren't flipped. Turns out, they were.
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Post by mauvemorn on Jun 26, 2024 6:03:17 GMT -5
That's weird. I had Face Orientation ticked in the Viewport Overlays and it showed all blue, so I was certain normals weren't flipped. Turns out, they were. The scale along X axis is negative. Applying it to delta doesn’t really work as you’d expect
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