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Post by eronoel on Mar 30, 2016 11:31:07 GMT -5
Oh this mesh has been giving me trouble! I made it and it looks fine in blender and then in studio it looks see-through like the normals are flipped (it does in game too). I went back in blender and looked, and the normals are fine. I even re-calculated them just to be on the safe side. (and then I flipped them too...and re-flipped...and recaculated.. and yea.) I didn't do anything differently than I normally do. I am not sure what I am doing wrong or in deed, what is wrong. I am posting an ig picture (it is an earlier version of the mesh but same problem); although it is a little hard to see with the texture on it. I am also posting the files, in case my error is not apparent from the post/picture. I have been messing with this darn mesh for like 4 days; I don't want to call it quits, but errrr its frustrating me. Thank you in advance.
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Post by Mathcope on Mar 30, 2016 12:43:27 GMT -5
Look at this HERE, check your cut numbers, and if it is not that, try the scale and rotation assigment as I wrote it there, Ok, so as MisterS said you are missing a mesh group, you cant delete it, just resize if you dont want it to bother you, or edit it to work with your mesh. Other than that the problem with the normals flipping, I fixed it doing this: 1. Enter in object mode and select the frame 2. Press control+A, selecct "Rotation and Scale" 3. If the normals flip in blender flip the to match them correct way. You can do this by seleccting all pressing "W" and choosing Flip Normals 4. Save and import into studio Theres some serious trouble with your UV map too, if you would like to bake it you'll also need a proper map for that. Try marking some seams or unwrapping the faces so they have a special space in the uv for each of them,
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Post by eronoel on Mar 30, 2016 14:01:23 GMT -5
Cool, it worked! (it was the flipping the normals, which I did according to your instructions; not the cut) Thank you Mathcope What exactly did I do that was different than doing the regular normals flip?
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Post by Mathcope on Mar 30, 2016 14:23:53 GMT -5
Honestly I don't really know why it happens, I think the problem is with the meshes. When they don't have the scale or rotation assigned studio seems not to read them very well...
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