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Post by KurayamiXIII on Jun 17, 2020 19:02:57 GMT -5
Hello everyone! So I'm having this weird issue with my full body mesh that when I enter the game, there's suddenly a new slider on the right shoulder that affects the head. I know it's not other mods as it's the only cc affected.
I've made a small screen capture about it here, the slider being in the dark spot of the shoulder armor:
I am absolutely stumped.
The uv1 is fine, the vertex paint is fine, all image layers are without issue, and I even restarted the package to no avail. What is it that the game decided to add a new slider there? Any help is appreciated!
P.S.:I am aware of the dark ring on the hair, I'm guessing it's a normal map issue but I have yet to solve it, but I know it isn't part of this weird slider problem.
Edit: I found that the shoulder armor had some minor issues in the uv_1. Fixed it but the issue still persists.
Edit 2: In a last ditched attempt, I just separated that shoulder armor and redid the weights again. Somehow third time's the charm and this time it fixed the issue. I still have no idea how it happened in the first place or why redoing the weights failed at first but at least it's fixed now.
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Post by Feyona on Jun 18, 2020 0:16:14 GMT -5
If you export .blend from Studio you will see that mesh was split right in the area where you have the spot. When you import the mesh Studio splits edges since game requires mesh to be split on the sides, sleeves, in the back. By default Studio knows where and how to split the mesh, but with this epaulette it doesn't know where to split and splits it in the middle of the accessory. In this case you need to split edges yourself, I recommend to split it this way. When you import and export again this mesh you won't see any shading (it is visible in Blender in solid view).
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Post by epicus on Jun 18, 2020 1:16:22 GMT -5
..when making full body CAS objects it pays off to use a CAS standalone which consists of 3 or more mesh groups, this way its easier to fix things if a problem occurs at one of the groups. S4S will cut the mesh regardless but if you use several groups you can maintain some level of control where those cuts will be.
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Post by KurayamiXIII on Jun 18, 2020 12:38:29 GMT -5
epicus The garment has nine mesh groups and I knew that the issue was in the epaulette so I think I'm alright in that aspect. Feyona I managed to fix the issue by redoing the weights but I've now split the epaulette as you suggested so that I no longer cuts in that area thank you both for your inputs!
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