|
Post by lightdeficient on Nov 4, 2024 10:27:41 GMT -5
Hello. I'm making a hairstyle with many parts of it from scratch and so far everything has worked out smoothly, except for one issue. I noticed I had a gap at the hairline so I tried to fix it by vertex painting my entire mesh 007f00, then adding 007f3f around the hairline, but it seems to do nothing in terms of closing that gap, which it has done for me when making hairs previously. Additionally, I tried using the Data Transfer modifier and get the vertex paint from another mesh with the same hairline over to mine, and it closed the gap but then instead some weird shadows appeared all over my mesh which I've never seen before. Hope someone has knowledge of what could be happening here.
|
|
|
Post by mauvemorn on Nov 4, 2024 11:25:49 GMT -5
Hi. Share your blend file please
|
|
|
Post by lightdeficient on Nov 4, 2024 11:40:07 GMT -5
|
|
|
Post by mauvemorn on Nov 4, 2024 14:07:35 GMT -5
After you export a maxis mesh and open it, the first thing you do is remove double by merging them by distance. However, the geometry that covers the hole in the scalp must stay separated from the rest. It is vertex painted with a different color from the hairline and merging these doubles will create the exact issue you experienced initially: - in edit mode enable x-ray, select a vertex in the middle of the geometry that covers the hole, Ctrl L to select the whole thing; - Ctrl I to invert the selection, Mesh - Merge - By distance; - in the uv editor, with everything selected, UVs - Merge - By distance, change Merge distance to 0.0001 Once you import the blend in s4s, you do not export it again. It will be split along uv island borders, which is what is causing the second issue you addressing. All data should be transferred from a maxis hair of similar shape to your hair, for the exception of the hairline. Since it is already overwritten, disregard that. - find a maxis hair of similar shape, export the blend, append it in the scene, delete hat chops, rename it Reference; - remove doubles on the reference; - transfer weights, uv_1 and vertex paint from the reference to your hair as explained in this post; - delete the reference. Uv_1 is not meant to be created manually, it will never be accurate this way. If some portions of the hair wont get right vertex colors, paint the hairline manually with 007F3F and the surrounding area with 007f00
|
|
|
Post by lightdeficient on Nov 4, 2024 15:33:22 GMT -5
After you export a maxis mesh and open it, the first thing you do is remove double by merging them by distance. However, the geometry that covers the hole in the scalp must stay separated from the rest. It is vertex painted with a different color from the hairline and merging these doubles will create the exact issue you experienced initially: - in edit mode enable x-ray, select a vertex in the middle of the geometry that covers the hole, Ctrl L to select the whole thing; - Ctrl I to invert the selection, Mesh - Merge - By distance; - in the uv editor, with everything selected, UVs - Merge - By distance, change Merge distance to 0.0001 Once you import the blend in s4s, you do not export it again. It will be split along uv island borders, which is what is causing the second issue you addressing. All data should be transferred from a maxis hair of similar shape to your hair, for the exception of the hairline. Since it is already overwritten, disregard that. - find a maxis hair of similar shape, export the blend, append it in the scene, delete hat chops, rename it Reference; - remove doubles on the reference; - transfer weights, uv_1 and vertex paint from the reference to your hair as explained in this post; - delete the reference. Uv_1 is not meant to be created manually, it will never be accurate this way. If some portions of the hair wont get right vertex colors, paint the hairline manually with 007F3F and the surrounding area with 007f00 I tried doing this just now and the result is maybe somewhat better... but that issue remains.
|
|
|
Post by mauvemorn on Nov 4, 2024 15:48:15 GMT -5
Can you share the updated blend and the package as well please?
|
|
|
Post by lightdeficient on Nov 4, 2024 16:08:00 GMT -5
Can you share the updated blend and the package as well please? SimFileShare seems to be down right now, refuses to take any uploads. Is there any other site I can use to drop you the files?
|
|
|
Post by lightdeficient on Nov 4, 2024 16:14:55 GMT -5
|
|
|
Post by mauvemorn on Nov 4, 2024 17:09:33 GMT -5
it says 'file doesnt exist'
|
|
|
Post by lightdeficient on Nov 5, 2024 0:26:12 GMT -5
it says 'file doesnt exist' that's very strange. hopefully simfileshare is back up when i get home from work today
|
|
|
Post by mauvemorn on Nov 5, 2024 5:16:32 GMT -5
nvm, i clicked on download files instead and it worked Those are caused by boolean. When you used boolean to remove portions of the strands, it cut up the mesh very badly, messing up its shading with or without curves If you have a version of the blend before you converted curves, go back to it and reduce Resolution preview of curves. Do not use Decimate on them or on any LOD 0. After converting them, do not cut with boolean. If not, it would be faster to remake at least the base than try to remove all those edges. Also, you must not skip this part. After you export a maxis mesh and open it, the first thing you do is remove double by merging them by distance. However, the geometry that covers the hole in the scalp must stay separated from the rest. It is vertex painted with a different color from the hairline and merging these doubles will create the exact issue you experienced initially: - in edit mode enable x-ray, select a vertex in the middle of the geometry that covers the hole, Ctrl L to select the whole thing;- Ctrl I to invert the selection, Mesh - Merge - By distance; - in the uv editor, with everything selected, UVs - Merge - By distance, change Merge distance to 0.0001
|
|
|
Post by lightdeficient on Nov 5, 2024 12:11:36 GMT -5
nvm, i clicked on download files instead and it worked Those are caused by boolean. When you used boolean to remove portions of the strands, it cut up the mesh very badly, messing up its shading with or without curves If you have a version of the blend before you converted curves, go back to it and reduce Resolution preview of curves. Do not use Decimate on them or on any LOD 0. After converting them, do not cut with boolean. If not, it would be faster to remake at least the base than try to remove all those edges. Also, you must not skip this part. After you export a maxis mesh and open it, the first thing you do is remove double by merging them by distance. However, the geometry that covers the hole in the scalp must stay separated from the rest. It is vertex painted with a different color from the hairline and merging these doubles will create the exact issue you experienced initially: - in edit mode enable x-ray, select a vertex in the middle of the geometry that covers the hole, Ctrl L to select the whole thing;- Ctrl I to invert the selection, Mesh - Merge - By distance; - in the uv editor, with everything selected, UVs - Merge - By distance, change Merge distance to 0.0001 Thanks a million for all your help so far, I've learned a lot. I tried to be smart with the boolean lmao and it came back to bite me.. Sucks. Do you know any good ways to remove parts of the mesh that are covered by another part, like I tried to do?
|
|
|
Post by mauvemorn on Nov 6, 2024 5:11:39 GMT -5
There are a few: 1. See fill mode? You can change it to half 2. If this won’t produce the shape you want, you can extrude along a custom profile that is like an oval but with a missing bottom 3. You can make strands using bsurface addon. No need to tilt or change the radius, you draw a few lines and it creates a strand. This videos shows the idea, but you do not need to download the file the author uses 4. You can still use boolean but do it a bit differently. I’ll show in a few hours
|
|
|
Post by mauvemorn on Nov 7, 2024 10:36:28 GMT -5
About boolean - so you have the edited maxis hair and converted to mesh strands, not joined yet; - select strands, switch to Edit mode, deselect everything wit Alt A; - select the hair and duplicate it with Shift D, rename to Boolean object; - select Boolean object, Mesh - Merge - By distance fully. If the object that cuts is manifold (not holes or intersections ), it will cut better; - Faces - Tris to quads, enable Compare uvs. If the mesh is triangulated, it will create less vertices on strands; - select strands, add Decimate, choose the hair as Object; - the default setting, Difference, does what you want it to do, which is remove areas of strands that clip into the hair. Apply it; - select strands and switch to Edit mode. You'll see that newly added geometry is selected, so press Delete, choose Faces; - you'll find many new vertices along the borders. You can delete them by selecting one, Select - Select similar - Amount of connecting edges, then Delete - Dissolve vertices; - you can merge by distance again, increasing merge distance a bit to weld closely positioned vertices like this - delete Boolean object.
- you'll find that theres a hole in uvs, so it would be a good idea to fix them. So select them, move up, Merge by distance with Merge distance set to 0.001; - merge the tips, if needed
|
|
|
Post by lightdeficient on Nov 9, 2024 19:44:25 GMT -5
There are a few: 1. See fill mode? You can change it to half 2. If this won’t produce the shape you want, you can extrude along a custom profile that is like an oval but with a missing bottom 3. You can make strands using bsurface addon. No need to tilt or change the radius, you draw a few lines and it creates a strand. This videos shows the idea, but you do not need to download the file the author uses 4. You can still use boolean but do it a bit differently. I’ll show in a few hours Alrighty I've been fiddling with this for a bit now and I can't seem to get it to look right using data transfer. No matter what I do, the weights end up looking horrible and the vertex doesn't work like it's intended and I think the UV_1 is worst of all. It just makes the hair bend very harshly when the character moves in any way. I don't know what if I'm doing something wrong or this just is what I gotta deal with when making hairs? How other creators make them move so smoothly is beyond me...
|
|