Quote:
Originally Posted by VarsityPuppet
No. The Skin modifier paints the vertices with different weight amounts. If you detach a face, the vertices will inherit the weights of the vertices they were cloned from. But detach it as an element, not as a new object.
But you'll also want to reattach the vertices on one side. Essentially what you're doing is the same as cutting a paper towel roll so it lays flat.
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Mmmmm, so i take the model, select the faces that would have odd uv and then i detach them as an element. But i don't know what you mean by reattaching the vertices. Wouldn't it be the same? If i
only separate those parts as elements the bug happens again anyways. So what should i do after it?
Thanks in advance.
Quote:
Originally Posted by VarsityPuppet
No. The Skin modifier paints the vertices with different weight amounts. If you detach a face, the vertices will inherit the weights of the vertices they were cloned from. But detach it as an element, not as a new object.
But you'll also want to reattach the vertices on one side. Essentially what you're doing is the same as cutting a paper towel roll so it lays flat.
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I dont understand what you mean here "But you'll also want to reattach the vertices on one side. Essentially what you're doing is the same as cutting a paper towel roll so it lays flat."
I've separated the badly textured area as an element, and then separated the uv of the element to see how it is, but it just looks like a lot of straight parallel lines...
Quote:
Originally Posted by VarsityPuppet
As long as all the bones are present and the animations are set up correctly, I don't see why it wouldn't work in-game. The UVmap is certainly an annoying issue, but KotOR models don't really like vertices with multiple UVmap verts. So as Sithspecter said, you'd probably have to detach some faces along that particular line of bad UVmapping
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Mmmm... So is there anyway to reduce the amount of vertices in the UV?
Mmmmm I got a Zbrush plug-in that lets me control the density of UV in some zones of the model, maybe if i try decreasing the density in the face and increasing the density somewhere that will be deleted so that only the parts of lower density remain.....
I'll try that and inform you.
Thanks for your help.
Quote:
Originally Posted by Kelvin
Mmmm... So is there anyway to reduce the amount of vertices in the UV?
Mmmmm I got a Zbrush plug-in that lets me control the density of UV in some zones of the model, maybe if i try decreasing the density in the face and increasing the density somewhere that will be deleted so that only the parts of lower density remain.....
I'll try that and inform you.
Thanks for your help.
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It didn't work T_T this is drving me mad... Really.
Does anyone know how to fix this?
Thanks in advance.