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Post by frosty177 on Feb 11, 2016 19:16:53 GMT -5
Hello, I've been working on porting a hairstyle that's from another game, so far, I've finally gotten it to work in game, and with hat compatibility, however, I've found that the hair seems to have tiny triangles on it: i.imgur.com/pD47EIs.pngi.imgur.com/oGnialw.pngIts a bit hard to see, but they're there, and I have no idea how to get rid of them! Also, another thing that's bothering me a lot, is the fact that my custom 'ported' hair texture looks horrible, I mean, other people's custom hair (with transparency) texture looks rather good, but mine looks really bad, is there something I've missed that's supposed to make the hair quality better? This is ported hair, but the original texture size for it was 2048x2048, I obviously had to scale it down to match EA hair size, but, man, I don't like it, its awefully too low-res. i.imgur.com/lhI13Op.pngAlso, just in case, here are the hair's files; textures, blend, and package. www.dropbox.com/s/y34mqjv8zql9eee/lizzy_hair.rar?dl=0I already know I need to fix some stuff with the hair, like its transparency, and how some parts show the bald part of the head, but my two main problems, I really need answers to; Hair has tiny triangles in CAS, and the hair texture quality looks horrible for I don't know what reason. Please help! Thanks!
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Post by femmejean on Feb 12, 2016 0:27:54 GMT -5
I'm not sure about the triangles, maybe try recalculating the normals (and deleting doubles)? As for the texture - you don't have to keep the original, you just have to resize the UV to fit. Or maybe you meant the alpha, if you had to resize it from 2048 to 512... Anyway, I'm happy to take a look once I get on my computer, but it will be an hour or two -- Looked at it now, and yeah, the texture is pretty small for those bigger planes. I don't know if the game supports 2048x4096 for hairs. I would try "repainting" the alpha so it's more crisp and sharp rather than resized. I'm afraid I don't have any more suggestions beyond that :/ You could edit the UV map entirely. If you look at other alpha hairs (both the alpha and uv map) you could look at those and compare. They are more "square" and overlap much more so you can have an alpha of higher resolution on that tiny 512px area. I'm really sorry about all this rambling lol
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Post by frosty177 on Feb 12, 2016 3:22:08 GMT -5
(I deleted a whole bunch of text which isn't necessary anymore) As for the triangles, I know normal problems when I see them, in blender, the normal solid shade would be darker in some areas, so it can't be that, nor doubles (removing them only removed 6 vertices), so hopefully someone else can shed light on that problem. But getting the hair texture to look better is my main focus. EDIT: I decided to look at custom hair that other people have made, such as NewSea's. To my surprise, there it is, hair texture size; 2048x4096 i.imgur.com/uyKlEQk.png I know exactly what to do to get it that way, :3 it may not be as great as the original, which is still twice as big, but it beats blurry hair at a low 512x512 corner. Now to fix the triangles problem...I still need help with that, if anyone else knows. Also, since making the textures now bigger, it looks quite alright in Blender now, :D i.imgur.com/ZW8cfRX.pngBut for some unknown reason, in S4S, it still looks like the older hair texture, even though I loaded the newer texture (which is now 2048x4096, and the mesh, because I had to make sure it would load in blender the new texture, because I renamed it) i.imgur.com/Lja9gBB.pngAnd in-game again, i.imgur.com/nL3MOAh.png I can't tell if in-game looks any better, because of the triangles, also notice the strange transparency with the blue bow, :( I hope someone can help!
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Post by frosty177 on Feb 14, 2016 20:33:18 GMT -5
Bump.
Doesn't anyone know what the weird triangles thing is (also the blue bow is somewhat transparent)? I need to get this hair properly working, and I can't do it unless someone helps me out. :(
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Post by brujah on Feb 15, 2016 20:45:22 GMT -5
Hi frosty177 welcome to the forum! First, in your blender file your mesh is not tessellated (not made of triangles). This is the reason you have the little triangles on your mesh in the game. It needs to be tessellated (made of triangles) for it to work properly. The game requires meshes that are made with triangles not quads. If you import a mesh made up of quads into Studio it's going to turn all the quads into triangles to prepare it to function properly in the game. The first step to fixing things here is to make the mesh with triangles...not quads. The keyboard shortcut is CTRL + T. Also while inspecting the mesh I noticed that there are a couple holes in the mesh for one of the hat cuts (s4studio_mesh_1). You should also check out THIS tutorial if you run into any transparency issues.
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Post by frosty177 on Feb 15, 2016 22:50:42 GMT -5
@brujah, thanks! But, for some reason, it still shows the triangles in CAS, I don't understand, seemingly no matter what I do to this hair, it doesn't change in CAS. It still looks the same as it did before when it had terrible hair texture quality, and the triangles, even though I've fixed them, I've even renamed the entire blend file, and started a new project in S4S, but nothing changed. :( Any idea what's causing this?
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Post by phyre on Feb 16, 2016 3:44:03 GMT -5
I think the triangles are a normals / smoothing problem.
What happens is that, rather than sharing a vertex normal, your polygons have separate vertex normals. The game then smooths each polygon individually (i.e. determines how the light hits each polygon), rather than smoothing all polygons together. What I think is happening to your mesh is: you see your triangles because they are not smoothed together, making their individual edges visible. I ran into the exact same issue on a mesh that was smoothed that should have had hard edges instead.
Check to see if you have any split edges, and check for any overlapping vertices. If you find any of these, weld them together. A hair mesh needs to be 1 object with 0 overlapping components to smooth properly.
3D software has many ways in which you can regulate how an object is smoothed when it renders. This is why, if your object is set to smooth, or you applied your smoothing groups properly, it will look perfect outside of the game. This information, however, does not translate to the game. The games uses information from vertex/edge/face normals to determine smoothing. If two faces share their edges and vertices, those faces are smoothed together because they share a normal. If two faces each have their separate edges and vertices, then their edge becomes visible as each face is smoothed differently to their own normal.
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Post by frosty177 on Feb 18, 2016 5:40:23 GMT -5
Ok, now all I've done is set the shading of the hair (in Blender) to "Flat" and what happens? No more triangles in CAS! :D However, its not all celebration time, because the bow seems to remain to have some triangles on it, but I can't find any "loose" vertices in Blender, and it is set to flat shading like the rest of the hair. i.imgur.com/14xYYJi.pngOne other thing, it still shows some transparency, even though I did look at the guide brujah linked, I don't understand it, because it shows nothing of objects that are part of the hair mesh transparency issues, all it seems to me is rearranging hair planes, I can't do that with the hair bow. I've reuploaded the files so you can see for yourself, in case I missed something (which I highly doubt):https://www.dropbox.com/s/3qmxchzdnyl12az/lizz_hair.rar?dl=0 And yeh, I need to fix the transparency parts (on the actual hair itself), because it does show through some areas the bald part of the head...
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