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Post by linamints on Jan 12, 2016 4:58:09 GMT -5
Hi there, I'm hoping to remove the straps on this top as a surprise for a friend who doesn't like them. I tried looking at the mesh but from the mesh standpoint they look like purely textured straps. I went into the texture and removed the straps, did the same for the shadow layer and whatnot but I still can't seem to rid myself of this dark patch. I've edited most of the image files (except for the black and white one since it keeps reverting). Is there someway to fix it? drive.google.com/file/d/0B9K8niVz-lDBZGoyZnhnZ3gyZHM/view?usp=sharing
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Post by lavsm on Jan 12, 2016 6:45:26 GMT -5
It's not your fault, the straps are uv mapped strangely. I think you might have to frankenmesh a part of a nude child's top onto the neckline area to fix it.
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Post by linamints on Jan 12, 2016 7:29:13 GMT -5
lavsm If you don't mind my asking, how were you able to select the straps?
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Post by lavsm on Jan 13, 2016 4:33:08 GMT -5
I just selected the parts shown in orange on the uv map to the left (with the uv selection sync button on). If you need any help with the meshing just let me know.
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Post by linamints on Jan 13, 2016 13:59:13 GMT -5
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Deleted
Deleted Member
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Post by Deleted on Jan 13, 2016 16:21:16 GMT -5
Are you using the same mesh for all lods? did you change any of the cut numbers?
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Post by linamints on Jan 13, 2016 18:35:11 GMT -5
Yes I am, and I don't believe so?
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Post by MisterS on Jan 13, 2016 18:52:07 GMT -5
I exported LOD 0 and imported it into the other LODS and the shadow thing disappeared from them as well
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Post by andrew on Jan 13, 2016 19:02:10 GMT -5
You may want to check your cut numbers again. It looks like you have multiple bodies even LOD 0 It may be that you have the original with the straps as well as the edited one stacked on top of each other.
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Post by linamints on Jan 13, 2016 19:05:19 GMT -5
@misters that seems to hae done the trick, Thank you! That's so strange though, it's still the same Mesh XD. And thank you everyone who took the time to reply. andrew I will go back and look at the tutorial on that, I don't think I did it at all ^^". I combined the meshes and I thought that was enough. Thank you for responding!
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Post by andrew on Jan 13, 2016 19:19:12 GMT -5
You can export the mesh of the original item that you cloned and compare the cut numbers of that to your blend to make sure they are all correct before re-importing it. As it is with 2 bodies, there are a lot of extra polygons.
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Post by linamints on Jan 13, 2016 22:01:35 GMT -5
Ok, I hate ask such a silly question. How do I check the cut numbers/what are they? Can I just delete the extra body or will this cause issues?
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Post by andrew on Jan 13, 2016 22:07:37 GMT -5
There is a tutorial here by orangemittens that goes over the cut numbers in Blender. You cannot just delete it because Studio replaces meshes based on which cut number is given. If you just delete it, it won't replace anything and the one in the package will stay there.
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Post by linamints on Jan 13, 2016 23:58:39 GMT -5
andrew Thank you for the link (I was looking at the wrong tutorial XD). I wound up re-doing the mesh and merge process, and I now have a top that has a polycount close to the original! It looks great in game too with the exception of black rings that are appearing on the arm. I'm really confused by them as the whole arm should be one solid piece. Here is an updated version of what I'm working with: drive.google.com/file/d/0B9K8niVz-lDBd1p6SlM5Z1dkWUU/view?usp=sharingAnd thank you so much for helping me, this project has been quite a learning process.
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Post by lavsm on Jan 14, 2016 5:38:11 GMT -5
Glad you got the straps fixed! The black lines are caused by the hard lines in the shadow image (RLE 2 image with instance #97FA78295C2C5DB1 in your package). It needs to have a soft edge like the original, something like this: Or if you want to completely get rid of the shadow, just fill the main image with white and the alpha with black.
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