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Post by mangakagirl on Jul 20, 2019 6:59:00 GMT 10
just wow
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Post by mangakagirl on Jul 20, 2019 2:31:13 GMT 10
Okay I figured it out, the wetmask / bloodmask / lighting UVs are all just on UV channel 2 by default. I would always overwrite UV channel 2 with the UVs on UV channel 1 by moving them over them because that's what all the tutorials always said to do when exporting your model. When I checked the freshly imported classic tank top model's UVs on channel 2 by saying "Abandon UVs" in the Unrwap UVs modifier, they looked in the same positions as they were in the wetmask. im just leaving wet mask white. wet mask usually all meshes together in the body. all textures together so its hard to be accurate
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Post by mangakagirl on Jul 18, 2019 7:42:36 GMT 10
wow thats scary
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Post by mangakagirl on Jul 10, 2019 1:32:41 GMT 10
finally <3
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Post by mangakagirl on Jul 10, 2019 0:20:28 GMT 10
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Post by mangakagirl on Jul 9, 2019 22:31:05 GMT 10
Fixed the floating bunny ears, and some small issues on the model. On top of that fixed some texture stuffs. She's looking very pretty, despite the bunny tail looking like a "crystal ball" instead of being "fluffy" lol. original DOA XPS model ported by Rolance on deviantart: linknot entirely sure why there's a shadow from the dress though. I removed it from the texture. maybe there's another texture or something causing the shadow to show...? shadow comes on atos too. also check normals
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Post by mangakagirl on Jul 9, 2019 22:29:46 GMT 10
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Post by mangakagirl on Jul 9, 2019 22:14:34 GMT 10
as you see its a body mesh hair is in pl1070 and head is pl1050 folder I want to take the face and hair of ada wong from Elza Walker costume. It does not show 1070 hair and face 1050
i dont know what you mean. someone swapped ada to claire so you wanna take her face and hair? for what? i confused here
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Post by mangakagirl on Jul 9, 2019 7:09:02 GMT 10
hello my friend is wondering about elza's hair and face but i don't know how to separate you can help me find it?
pl1004.mdf2.10 pl1004.mesh.1808312334 pl1004_body_albm.tex.10 pl1004_body_atos.tex.10 pl1004_body_nrmr.tex.10 pl1004_jacket_albm.tex.10 pl1004_jacket_atos.tex.10 pl1004_jacket_nrmr.tex.10 pl1004_props_albm.tex.10 pl1004_props_atos.tex.10 pl1004_props_nrmr.tex.10 pl1004_wetmask_msk1.tex.10 as you see its a body mesh hair is in pl1070 and head is pl1050 folder
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Post by mangakagirl on Jul 5, 2019 9:31:18 GMT 10
this is the best mod omg, i love it so spooky <3
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Post by mangakagirl on Jul 4, 2019 10:57:40 GMT 10
wow thats crazy
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Post by mangakagirl on Jul 3, 2019 8:50:00 GMT 10
this is epic update!
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Post by mangakagirl on Jul 2, 2019 22:21:51 GMT 10
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Post by mangakagirl on Jun 29, 2019 5:16:37 GMT 10
depend of sub mesh name material effect can change. neck seam is biggest issue and hard to fix it. i dont know how i can help you without seeing it
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Post by mangakagirl on Jun 28, 2019 22:00:14 GMT 10
You can edit normals when both meshes selected, average them then make it unique. but like that you need to export head. other way is copy normals of head one by one and paste to chest. "average them then make it unique."
But how? In what program? How do I "average normals" across a selection? "but like that you need to export head."
I exported the head a long time ago if you see my pic last post, it is attached to the model I am trying to 3D edit the normal maps on, and its normal map is attached to it. "other way is copy normals of head one by one and paste to chest."
What does that mean, "one by one"? As far as I can tell, the normal map of the head is contained in like a single DDS image file that wraps around the head w/ UV-maps (like the textures for the head do). There is only one normal map file for the whole head and one normal map file for the whole body. If I just copy and paste selected sections of the head's normal map across the seam and stretch it to fit, that won't look right at all and would create more seams at the top and bottom of the paste. Sorry if I sound frustrated, I just want some clarification i mean 3ds max. you can just write what i say and find tutorials to do how i mean head normals where they connect to chest. so you copy and paste to make them equal.
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