Arkathor Posted June 27, 2020 Posted June 27, 2020 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?
coolfreaky Posted June 27, 2020 Posted June 27, 2020 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 ' )
Arkathor Posted June 27, 2020 Author Posted June 27, 2020 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.
coolfreaky Posted June 27, 2020 Posted June 27, 2020 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
Arkathor Posted June 28, 2020 Author Posted June 28, 2020 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.
coolfreaky Posted June 28, 2020 Posted June 28, 2020 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
Arkathor Posted June 28, 2020 Author Posted June 28, 2020 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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