Myst42 Posted August 13, 2014 Posted August 13, 2014 Umm... little issue here I know I screw up Don't know where I was converting some stuff from a game to Oblivion The outfit works fine, but it's the skin what got the issue Normals are fine in Blender, faces all point outside But on export, they flip to the inside. and it only happens with those Don't know if the outfit has the same problem as it's "double sided" But I've no idea what happened Tried flipping normals to the inside, exported ones were outside, but lighting looks weird in game Could do the body again... but its a lot of work to cut again the same vertices... Any ideas please? EDIT: Oh one more thing When I was trying to export, I almost didn't make it, as a "armature export" error popped up saying something about being unable to export armatures with envelopes. But then I did a reset to export parameters and it passed
movomo Posted August 14, 2014 Posted August 14, 2014 Post the blend file? I've never seen such thing myself before.
kingkong Posted August 14, 2014 Posted August 14, 2014 i have seeing this kind of troubles !!! an issue i had with blender when i have duplicated the mesh 1 or 2 times and made a Mirror ( while working on something else and i do not recall) doing a remove doubles with a nice result of vetex up side down (something similar to your mesh but worse ! ) my only solution : as no automatic way was working - remove option 'double side' , to see what vertex are in black (turned inside) - select vertex by triangles ('face select mode') - and each face selected manualy you flip normals , until no black faces or grey vertices / edge visible ( do not forget to set smouth the mesh if it is not done already) i do not have a faster solution any way i have never see any fast solution in any 3d soft well you should post your file.blend as Movomo suggestion as it could be something else !!!
Myst42 Posted August 14, 2014 Author Posted August 14, 2014 Sorry the delay. I was away from files Here BodyFlip.rar @Kingkong: What you say both resembles and does not what happened to me I remember working with double faced meshes, after a "remove doubles" all faces were messed up, but I found an option in >Mesh>Normals>Recalculate Outside(Ctrl N)/Inside(Ctr Shift N) that fixed the problem and realigned everything that time It's also similar in the point where a mirror transform took place Where it's not similar is as this body model is not activated for "double sided" and all the black parts are on the inside. Toggling "draw normals" also shows them pointing out EDIT: Tried re-applying the mirror transform, (mirror X axis) and UV map mirror too. The export went back to normal... Problem is, I need them mirrored or it's not exactly a faithful rip...
kingkong Posted August 14, 2014 Posted August 14, 2014 i am lost !!! first why is there 2 bodies ??? nevermind !!! it seems you have encounter a funny bug you have a bad save .blend : explain blender consider your objects flipped normal but when exported the mesh the skinn is inside you need to correct this by importing any foot.nif or hands.nif CORRECTION A BODY.NIF ( to keep the body weight & bones ) you can remove skeleton (not important) you then select your body and join objects with hands/foot with imported body and you will see the body instantly become black you remove the object just added in vertice mode then you highlight all vertices and flip normals .
Myst42 Posted August 15, 2014 Author Posted August 15, 2014 Hold on, I'll test that, if not, I'll just apply mirror modifier to everything and then delete the original vertices keeping the mirrored ones. That's more tedious tnah mirroring the entire object but at least it prevents weird shit from happening Oh and there are 2 bodies because what I'm ripping is 2 outfits from that game. One adapted body for each one. I applied the same mirror tactic to the outfits, but they were double sided, so they most likely have the same issue EDIT: That did it! It turned black showing the true nature of normals I have the honor of encountering a weird bug LOL Now, tedious work ahead, but at least I know what to do now thanks!
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