Jump to content

Model building, how can i get "near" perfect" wrist seams


dieangel68

Recommended Posts

I'm having a problem with what in 3dsmax, i've always used smoothing groups, for hm.. as long as i've been modeling, but the fallout characters are build of many parts, i would like to know if there is a more "direct" control i could access ( something finer than smoothing groups which doesn't allow me to smooth the edge between two meshes) that would allow me to copy the normal smoothing of the wrist seam on the upperarm... And well, pretty much everywhere the model is joined, but not fused together...

 

Any ideas?

Link to comment
Share on other sites

Attach the 2 meshes together. weld wrist seams. use face smoothing, ie smooth groups.

 

if you add a different material to the hands then to the body, the exporter will split the 2 meshes according to material id. so you will have 2 mesh objects in the nif.

 

it's just down to whether the engine will weld the vertices on separate body parts nifs. < which is the real issue you are having.

 

also realize that dxt compressed normal maps always have a bent normal. this means unless the UV seams at the wrist, of the hand mesh and end of the arm, have the same UV orientation, lighting will bend there, and will highlight the seam. this is probably not what you are encountering though

Link to comment
Share on other sites

Attach the 2 meshes together. weld wrist seams. use face smoothing, ie smooth groups.

 

if you add a different material to the hands then to the body, the exporter will split the 2 meshes according to material id. so you will have 2 mesh objects in the nif.

 

it's just down to whether the engine will weld the vertices on separate body parts nifs. < which is the real issue you are having.

 

also realize that dxt compressed normal maps always have a bent normal. this means unless the UV seams at the wrist, of the hand mesh and end of the arm, have the same UV orientation, lighting will bend there, and will highlight the seam. this is probably not what you are encountering though

 

My issue is that i'm trying to get the wrist seam to match the hands, but i checked, on import, the normal orientations match... the wrist seam is almost imperceptible, but for some reasons, my normals are perfect until i reapply the skin, then it show breakage, if i re apply a normal edit modifier over the skin, it shows me that the normals are Just fine...

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...