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Post by hyousora on Sept 7, 2019 19:19:28 GMT -5
It might be the spec/spec.mask or the version of blender you're using.
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Post by pickypikachu on Sept 7, 2019 19:22:11 GMT -5
I hop between 2.70a and 2.79b for blender (always save my blends for s4s in 2.70a), and spec is clean in that area from what I can see (it's nearly 97% black for the whole dress. Is there a known issue with Blender versions and edge splits going into S4S?
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Post by hyousora on Sept 7, 2019 19:28:03 GMT -5
I had problems transferring weight for a mattress on 2.79 but not on 2.70. So I thought that it could be that you might need to edge split in 2.70 and save there. I sometimes hop to the main screen back to the project after saving and notice that sometimes the spec changes.
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Post by pickypikachu on Sept 7, 2019 19:32:17 GMT -5
I'll try saving out a few versions from my two Blender versions and see if that helps.
*Edit, yeah nope, no difference, still getting the same bright splotch. By process of elimation, I removed the spec, normal, and shadow map, glow still there. Changed all cuts to "Base", glow still there. Vertex Paint checked and fixed, still there. Made the mesh all one cut, still there.
Accidentally deleted the first post... anyways, it appears the problem is limited to CAS, so I'm just gonna ignore it.
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Post by mauvemorn on Sept 8, 2019 10:28:03 GMT -5
Hi. Did someone transfer this thread here or something? Can we see pictures and files please Either way, never use Edge split modifier, it will chop your mesh all types of ways. Split edges that are meant to be sharp manually by selecting them (Alt-RMB-click on an edge loop) and Mesh - Edges - Split edge. Make sure to do it before baking textres Anyway, you do not need 2.70, the weight transfer process is just a bit different 1). Find a ea item that is closest to yours in shape (collar/no collar, sleeve length), clone it, export the blend; 2). Append it in the scene; 3). Select your mesh (without body, never transfer weights to something that has fingers, they are too close to each other), delete all vertex groups; 4). Select appended mesh, Shift-select your mesh, switch to Weight paint, click Transfer weights and set it like in the pic; 5). Then use Clean tool with All groups selected
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Post by pickypikachu on Sept 20, 2019 17:58:07 GMT -5
Hi. Did someone transfer this thread here or something? Can we see pictures and files please Either way, never use Edge split modifier, it will chop your mesh all types of ways. Split edges that are meant to be sharp manually by selecting them (Alt-RMB-click on an edge loop) and Mesh - Edges - Split edge. Make sure to do it before baking textres Anyway, you do not need 2.70, the weight transfer process is just a bit different 1). Find a ea item that is closest to yours in shape (collar/no collar, sleeve length), clone it, export the blend; 2). Append it in the scene; 3). Select your mesh (without body, never transfer weights to something that has fingers, they are too close to each other), delete all vertex groups; 4). Select appended mesh, Shift-select your mesh, switch to Weight paint, click Transfer weights and set it like in the pic; 5). Then use Clean tool with All groups selected Hey mauvemorn! I was not using a modifier for the edge splitting, it was always using the Mesh>Edges>Split edge, regardless, I accidentally deleted the first photo (also can't figoure out how to change the title of the thread to include "SOLVED") and found that the issue was limited to CAS and did not show up at all in game play so I just left it as a weird quirk of CAS rendering? Thank you though!
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