TakeshiBellpepper Posted July 26 Posted July 26 Hey guys! I'm working on Mastiyya/Hathor mod, I'm in the midst of sculpting a custom body for the mod! (in the future, custom erotic egyptian underwear, and better pregnancy bodies) I have a big issue though, I have the body sculpted and exported into the game... but it's looks quite jagged in some areas, but see the hip? You CAN SEE THE SCULPT OMFGGG. Where I am lost: I'm using Blender, PDX tools, all I did was grab the body from in game, and resculpt it and re-apply the UV mesh, and then I made a copy of the asset. Armature is untouched! Are there any reasons as to what could be causing this? I'm new to blender, only a week in, so I'm still learning the ropes here. Thank you all for taking the time to read.
MongoBongoArt Posted July 31 Posted July 31 I've had that problem too, you aren't the only one. Apparently it is due to verts not being saved in the exact order. I don't know how to solve it, but other people have managed to do it just fine, so there must be a solution.
saleiyi Posted August 2 Posted August 2 This looks like a vertex/skin or blendshape index mismatch, not a rough sculpt. We ran into almost the same “triangle explosion” before. Make sure “Split all vertices” is disabled in the PDX exporter. Do not use Dyntopo, voxel remesh, apply subdivision, delete/merge vertices, or otherwise change the original topology. CK3 body blendshapes require the base mesh to retain the exact same vertex count and vertex order. Also test the body with all original blendshape references temporarily removed from the .asset. If the plain body works but explodes when the blendshapes are restored, the base mesh and blendshapes no longer match. Keep the original vertex groups, armature modifier, bone order and skin weights; ideally sculpt by moving only the existing vertices of a freshly imported body.
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