QuiteTheTail Posted July 10, 2015 Posted July 10, 2015 Surely someone has encountered this problem before, can you please assist me? I'm talking about editing a pre-existing mesh in blender, in the attempt to reconstruct parts of it to eliminate small defects or to fill gaps. What I do is simply deleting some faces, and using the F key to fill the gaps creating new triangles. Bear in mind that I do not create extra vertices, I just recreate those that had been deleted. Fixing the normals is a hellish work, and once exported the nif, there are notable gradients in the texture, both in Nifskope and in game. In rare cases the relevant parts of the mesh become invisible (loss of weight painting, I presume). When selecting the vertices to rebuild the faces, I'm using the right-hand rule, but it makes little or no difference. Example: Until now, I thought that rebuilding the UV map was unnecessary, but I started having my doubts. I am aware there is a normal patch for Blender. Maybe it could fix this kind of problem? If it's so, where can I find it?
Suludi Posted July 10, 2015 Posted July 10, 2015 If turning normals outside doesn't help, try eliminating double vertices.
QuiteTheTail Posted July 10, 2015 Author Posted July 10, 2015 Yes Suludi, I've already tried that. Some vertices were removed, but the problem remains. Perhaps newer versions of Blender are not affected by this problem (unfortunately, 2.49a is the last Blender version supported by niftools, at least for now).
Vaelorian Posted July 10, 2015 Posted July 10, 2015 Recalculate normals, if necessary make the mesh double-sided or separate the problematic part and flip it. And if all else fails, try redoing the UV map.
QuiteTheTail Posted July 10, 2015 Author Posted July 10, 2015 Recalculate normals, if necessary make the mesh double-sided or separate the problematic part and flip it. And if all else fails, try redoing the UV map. It will be done! Thanks for the tips. The detail in the image is from a leather strap. In the original mesh there was a certain asimmetry in the model, so I duplicated (Shift-D) a particular selection, flipped/translated it, and used it to replace the defective part. The merging looked perfect in Blender, but once in game I got a bitter surprise (invisible triangles). Now I was busy trying to fix the problem, when the normal nightmare started. @ endgameaddiction You're right, it's version 2.49b we're talking. The thread title and my previous comments report 2.49a by mistake.
perfectioncat Posted July 11, 2015 Posted July 11, 2015 Do you know that NifTools acts in latest blender?Of course it is different from NifTools which acted in 2.49b.Look at here if you are interested in it. http://niftools.sourceforge.net/forum/viewtopic.php?f=13&t=5823 Because I do not produce mod anymore, I try it only once.I tried it in Blender2.75.If you do not get a wrong parameter, it acts. If you want to improve a problem of the object, I think that it is the best to show the .blend file which pulled out only the object.
QuiteTheTail Posted July 11, 2015 Author Posted July 11, 2015 Do you know that NifTools acts in latest blender? Of course it is different from NifTools which acted in 2.49b. Look at here if you are interested in it. http://niftools.sourceforge.net/forum/viewtopic.php?f=13&t=5823 Because I do not produce mod anymore, I try it only once. I tried it in Blender2.75. If you do not get a wrong parameter, it acts. If you want to improve a problem of the object, I think that it is the best to show the .blend file which pulled out only the object. This is great news. Thanks!
Guest endgameaddiction Posted July 11, 2015 Posted July 11, 2015 @QuiteTheTail Oh, I wasn't correcting you. I didn't even notice it said 2.49a I'm just not fond of the old version. I removed my comment so I wouldn't derail your topic, and I just realized that you commented.
QuiteTheTail Posted July 11, 2015 Author Posted July 11, 2015 Looks like Vaelorian's advice was good. I only had to select all faces and use Mesh>Normals>Recalculate Outside.
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