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[3ds max]Modyfing a mesh for symmetry, corruption


Arkathor

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Posted

Hi,

I am new to modeling and I am trying to make a symmetric daedric armor and helm. This is how I am trying to do it:

-- I import the .nif mesh daedric helm _0 to 3ds max

-- I delete the skin and BSDismember Modifiers

-- I add slice modifier, rotate the slice plane and delete top

-- I add symmetry modifier

-- I add skin and BSDismember Modifiers

-- I export the mesh

-- Reapeat with _1 mesh

 

Each of the Meshes works excelent on it's own. If I put the same mesh in the right order with name _0 and _1 (basicly 2 copies) it looks like this: https://steamuserimages-a.akamaihd.net/ugc/1294171366522335298/2EADBFFE361D884605B9EA4D328EDDC6DE2255E3/

 

But if I take both the meshes with right names in the right order, so that the mesh can scale, it looks like this: https://steamuserimages-a.akamaihd.net/ugc/1294171366522335555/BFF1485651B984EB32B95D663F56557BACC87A3B/

I have no idea what's exactly causing this. I do the same for both meshes and use the same settings. I also tried different settings like check/uncheck sort nodes, but on luck. Does anyone know how to fix it?

Posted

i think it is the normals vertex  :  when you have done the meshes by symmetry you need to " flip normals " or recalculate outside ,

as the triangle face what is left go right and what is outside go inside .   ( you might fix it in nifskope : open each mesh and right click on the BStrishape select ' mesh '  and  ' face normals ' )

Posted
9 minutes ago, coolfreaky said:

i think it is the normals vertex  :  when you have done the meshes by symmetry you need to " flip normals " or recalculate outside ,

as the triangle face what is left go right and what is outside go inside .   ( you might fix it in nifskope : open each mesh and right click on the BStrishape select ' mesh '  and  ' face normals ' )

Nope. face normals in nifskope had no effect. Still the same problem with half of the head going bonkers. I am thinking that vertex order might be not the same, but I have no idea how to fix it.

Posted
7 hours ago, coolfreaky said:

than with 3ds max  you can visualise what is flipped and correct it  see in this link :  https://www.youtube.com/watch?v=MK-9N5msYqY

No effect, mesh is still messed up. It definitely has more to do with some differences that are created during this process between _0 and _1 mesh. No idea why, but meshes done by symmetry modifiers appear to not be the same in both files. I am trying something else currently.

 

edit: After some testing it seems that the moment I slice the mesh in half, some vertices go bonkers, because they don't correspond to each other in _0 and _1.

Posted

did you do the UV Editing  as they can be inverted also in the mirror process

 

 

 

you did 2 meshes with 3ds max ?         the _0 and the _1

i just do a mesh with blender , than duplicate it ( the exact identical ) externally , and rename the the first _0 and the second _1

 

 

Posted
2 hours ago, coolfreaky said:

you did 2 meshes with 3ds max ?         the _0 and the _1

i just do a mesh with blender , than duplicate it ( the exact identical ) externally , and rename the the first _0 and the second _1

I wanted to have a proper scaling so I opened both meshes and edited them separatly in 3ds max. Tried also working with only 1 mesh and then moving vertices to achieve the other weight. Somehow when I only move vertices and do not delete anything the BSDismember modifier detects less faces and that causes the mesh to go bonkers. Doing more testing currently.

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