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Blender doesn't merge New & Original faces' textures


nehaberlan

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Posted

Hi,

 

I don't know how to use Blender. However, I try to do some editing on it.

 

I watch "SKYRIM MODDING IMPORTING MESHES FROM SKYRIM TO BLENDER" tutorial. I use Blender 2.49b.

My goal is to remove vaginal area on a femalebody.nif by creating a smoothy area merged with the original .nif file.

 

Here it is the area that I want to edit/delete:

5a50a127e6b4f_VaginaAreatoDelete.thumb.jpg.3440dbfcc79b022fb856ab620c1aceb4.jpg

 

When I move "Z"s of these triangles' edges up until I reach to the level of the body, then I add the texture, export as nif, I have no problem.

 

But, if I delete these triangles, then create new triangles (by the way, I have more possibility to get more smoothy area...), then I add the texture, export as nif, I have problem.

5a50a4383bc71_FemalebodytextureonVaginaArea.thumb.jpg.952929f0360660e323d8e322797740d8.jpg

 

As you can recognize, after creating new faces, the body texture appears separately on that vaginal area.

 

I couldn't find a way to resolve this problem.

 

If you can help me anyway, I'll really appreciate.

 

Sincerely Yours,

 

Nehaberlan...

 

 

 

Posted

When you change the mesh of the model by adding new tris or polys, the program does not inherently know how to texture them. You would need to learn how to work with UVs to make it work. 

 

If you use the original tris, and just edit the position of them or the vertices, the model will remember what faces they are, and texture them correctly.

 

I'd suggest using your new tris as a kind of stencil, moving the original mesh's vertices to match it for the best result without needing to rework textures.

Posted
1 hour ago, Not a Warlock said:

When you change the mesh of the model by adding new tris or polys, the program does not inherently know how to texture them. You would need to learn how to work with UVs to make it work. 

 

If you use the original tris, and just edit the position of them or the vertices, the model will remember what faces they are, and texture them correctly.

 

I'd suggest using your new tris as a kind of stencil, moving the original mesh's vertices to match it for the best result without needing to rework textures.

 

"Learning how to work with UVs..." Tough quest, at least for me...

 

I was successful on it after moving the original mesh's vertices.

 

Thanks to You, I learned why I had this problem, and the most practical way to avoid it.

 

Thank You...

 

 

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