Jump to content

Neck seam issue.


Quadropuss

Recommended Posts

Posted

The neck seam of my character seems to be off. I used texture blend and it doesn't seem to fix the problem, only the color now matches, however, the head is off of the body...

 

 

22c93e5dad3c3e4bfc80a14219133a8a.png

 

Posted

Another photo in better lighting... Bump.

 

div><div class="ipsSpoiler_contents"><p><a href=http://i.gyazo.com/d0d79aef00d4bcd01909f11022e1c1a7.png' alt='d0d79aef00d4bcd01909f11022e1c1a7.png'>

 

Posted

It could be a badly rigged head mesh.

 

Check your installed mods for one that might have swapped the vanilla head.

Posted

Yea, weight issues. Many meshes don't have a both a _0 and a _1 (I will admit, I don't bother for many things that I create), and tools that automatically create these meshes (clothing converter, bodyslide, etc) can themselves introduce imperfections.

Posted

Yea, weight issues. Many meshes don't have a both a _0 and a _1 (I will admit, I don't bother for many things that I create), and tools that automatically create these meshes (clothing converter, bodyslide, etc) can themselves introduce imperfections.

Shameless plug...the latest update to my Clothing Converter tool (RC 0.70) appears to be generating nearly perfect conversions, so long as the lattice can be generated between nifs with matching UV maps (or matching vertex indexes).

 

So, for example, say you had an entire collection of clothing meshes, but they all only matched the _0 body weight. However, the matching nude body comes in both _0 and _1 varieties.

 

You could use the _0 and _1 nude bodies to generate a conversion lattice in my Make Lattice tool. Then load that lattice into Clothing Converter to generate converted _1 versions of all of the _0 clothing.

Posted

 

Yea, weight issues. Many meshes don't have a both a _0 and a _1 (I will admit, I don't bother for many things that I create), and tools that automatically create these meshes (clothing converter, bodyslide, etc) can themselves introduce imperfections.

Shameless plug...the latest update to my Clothing Converter tool (RC 0.70) appears to be generating nearly perfect conversions, so long as the lattice can be generated between nifs with matching UV maps (or matching vertex indexes).

 

So, for example, say you had an entire collection of clothing meshes, but they all only matched the _0 body weight. However, the matching nude body comes in both _0 and _1 varieties.

 

You could use the _0 and _1 nude bodies to generate a conversion lattice in my Make Lattice tool. Then load that lattice into Clothing Converter to generate converted _1 versions of all of the _0 clothing.

 

 

Thanks gerra. I tried your tool before and loved it; however, when attempting a _0 to _1 conversion for extremely tight form-fitting meshes (think jumpsuits and stuff), I get "bumpiness" on the result mesh (almost as if something applied a noise modifier in 3ds max). The seams look perfect though. What setting are optimal for creating the lattice/generating the target mesh for _0 to _1 conversions? I used version b.42: will try your new version later.

 

Posted

For the latest revision? Pretty much the default settings. The older versions used an average of nearby vertices to guess at a good match location on the template mesh. The new version actually identifies the nearest point on the surface of the mesh itself, which gives it a very high degree of precision and accuracy.

 

One caveat, I'm currently chasing down artifacts that appear to affect roughly 1 in 500 vertices. I haven't yet tracked down the cause.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...