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Issues with transparency on the eyes mesh


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Hi. Does anyone here have experience with editing eye meshes?

I can import the default eye mesh (eyesfemale.nif), move the vertices around, then export it, and that works fine.

However, if i try to create a new mesh for the eyeballs, the parts of the eye that are supposed to be transparent are not displayed properly, particularly the strip of polygons below the upper eyelid meant to simulate some shading going on there.

Here's what i mean:

20230501155424-1.jpg

All i did in Blender was that i went to edit mode, selected vertices that make up the right eyeball, duplicated them, and then deleted the original vertices, that's it.

You'd think the eyes should look identical, but nope, whereas on the left eye these shadow polygons are drawn as expected, the right one just clips part of the eyeball.

And i have no idea why that happens. I'm guessing that individual vertices must have some sort of property on them that determines how they interact with transparency, but i have no idea where could this information be stored in Blender, and why is it not getting preserved even if original vertices get duplicated?

Does anyone have any ideas?


p.s. i'm using nifly plugin to import\export .nif files.

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I generally find that duplication is not the best option if working on something symmetrical. Use a Mirror modifier instead.

Have you checked the UV maps/normals etc of the edited area? Also, you might consider uploading the original and edited .nif somewhere, along with the texture being used.

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That wasn't the point, i'm not trying to mirror the left eyeball to the right side, i already have the right eyeball, and it looks the same way as the left one. But only for as long as it's made of the very same vertices i imported from the default eyesfemale.nif to begin with. If i try to make a new mesh for the eyeballs, or even so much as just create a duplicate of the vertices it's made of, which in Blender should duplicate all the data related to those vertices: UVs, weights, shape keys, whatever., then it no longer looks right, as in the portion of the eyeball that is behind the semi-transparent polygons gets clipped instead of being drawn behind them.

 

Both left and right sides of the mesh use the same UV coordinates, so it's not an issue with textures, it's has something to do with the mesh itself, but i don't get what could it be.

 

Here's the files. def.nif looks properly, edited.nif shows the problem. In blender they look identical.

 

I tried to inspect both files using NifSkope, and i can't find any difference between them aside from the vertices order.

Edited by Dadriell
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If anyone happens to read this in the future: apparently the solution was to make it so that the eyeballs have lower vertex indices than the transparent bits. To do that in Blender, simply separate eyeballs and the rest into separate meshes, and then join them back by selecting mesh with transparency first, and eyeballs second, such that eyeballs are an active mesh when joining.

Edited by Dadriell
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