Oleg wrote:if you snap vertices and still have this issue, I guess this could be related to the texture used, and especially the uv-mapping. try a quick test with "generate new" uv-mapping from viewport XY. Then use "edit UV #2 -> copy from -> #1".
Alternatively, try to assign a different texture (e.g. any of original game textures) on DETAIL, SPECMAP and BUMPMAP slots; just to find out whether this is related to your texture.
The game uses a blood texture overlay that renders with respect to UV#2, so availability of UV#2 is essential.
can you show a uV-map layout on UV#1 and UV#2 for pants model?
Oleg wrote:have you re-applied weight copy after snapping vertices? also, have you tried to move skeleton bones in non-"Setup mode" like in my video? just to see how they affect the mesh (to ensure this problem is missing in ZModeler). and if you see this problem in ZModeler too, then it definitively is related to bones weighting.
Also, try Rigging\Influence\Normalize tool on an object before export (if i'm not mistaken, I've build-in normalization into export code, but just to be sure its actually normalized).
Oleg wrote:..after several tests I was able to reproduce your problem.
The game has some code related to ped model normals. these lines have disjoint vertices and their normals are not matching, causing this "game code" shift vertices to a different positions. I don't know what for the game moves vertices along normals (or along tangents), but lets assume the game needs this.
to fix the problem, select vertices along problematic lines (or select all of them) and use Surface\normals\smooth tool; might require to be applied two times for better smoothing.
Oleg wrote:sure. I got it fixed by smoothing normals.
Oleg wrote:ensure they are perfectly snapped; you can change smoothing options "Angle" to something like 70-120, to force smoothing wide-spread of normals angle. when done smoothing, select one "pair" of snapped vertices using Select\Quadr and ensure you see only one normal pointing out of the vertices dot. if you see two normals, smoothing has failed.
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