nehaberlan Posted January 6, 2018 Posted January 6, 2018 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: 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. 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...
Not a Warlock Posted January 6, 2018 Posted January 6, 2018 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.
nehaberlan Posted January 6, 2018 Author Posted January 6, 2018 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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