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Clipping and strange shadows


JaydoDre

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Ok, after weeks of trying to fix this myself, I need help and I am surprised that I cannot find any previous posts on this, but maybe I am searching wrong keywords.

I have two problems:

 

PROBLEM 1. Parts of the mesh show up through other parts of the mesh. I don't know if I can call it clipping because physically nothing is being clipped. It is only visual. As you can see below the tunic/skirt shows through the scabbard of the sword, but if I move the camera to the side you can see that it's the skirt's problem. The sword is not anywhere near it. I found it has something to do with the bone weights in 3dsmax, especially the edges of the area that's painted, but the problem is I don't really know why it happens and what's the best way to fix it. Anyone?

 

clipping.jpg

PROBLEM 2. There are weird broken up shadows on my mesh in the sunlight (see below). Game armor sets sometimes also have a blotchy shadow or two but not like this. This too I know is weight-paint related because the shadows change as I adjust the weights, but the problem is the same as with problem 1. I do not understand why this is happening or how to best fix it. I call on people's experience.

 

ScreenShot329.jpg

 

I can attach the mesh if needed, but I would much rather someone let me know how I myself can fix it so I know if not for this set of armor then for the next.

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Had the same problem. You probably weight some of the vertices (the area where mesh showing up in front of other mesh) to more than 4 bones. The limit is 4 bones per vertex. So the area shown could've been weight to thigh, pelvis, spine, spine1, and skirt or something else. Do remove zero weight as well. You can see in Nifskope if it's fix or not.

 

After that all I have to do in Nifskope is change the "Num UV Sets" from 1 to 4097, copy/paste bslightingshader, and update tangent space that's all. If the original mesh has vertex color then change "Has Vertex Color" from "no" to "yes"

 

Also try the latest exporter 3.7.3. http://skyrim.nexusmods.com/downloads/file.php?id=5622

Edited by Zenl
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  • 2 weeks later...

Had the same problem. You probably weight some of the vertices (the area where mesh showing up in front of other mesh) to more than 4 bones. The limit is 4 bones per vertex. So the area shown could've been weight to thigh, pelvis, spine, spine1, and skirt or something else. Do remove zero weight as well. You can see in Nifskope if it's fix or not.

 

After that all I have to do in Nifskope is change the "Num UV Sets" from 1 to 4097, copy/paste bslightingshader, and update tangent space that's all. If the original mesh has vertex color then change "Has Vertex Color" from "no" to "yes"

 

Also try the latest exporter 3.7.3. http://skyrim.nexusmods.com/downloads/file.php?id=5622

 

4 bones per vertex - gonna keep that in mind.

 

I did fix my problem in the end by removing all the blue weights - so all the ones that have weight value of less than 0.2. It fixed both the clipping and the strange shadows.

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Had the same problem. You probably weight some of the vertices (the area where mesh showing up in front of other mesh) to more than 4 bones. The limit is 4 bones per vertex. So the area shown could've been weight to thigh, pelvis, spine, spine1, and skirt or something else. Do remove zero weight as well. You can see in Nifskope if it's fix or not.

 

After that all I have to do in Nifskope is change the "Num UV Sets" from 1 to 4097, copy/paste bslightingshader, and update tangent space that's all. If the original mesh has vertex color then change "Has Vertex Color" from "no" to "yes"

 

Also try the latest exporter 3.7.3. http://skyrim.nexusmods.com/downloads/file.php?id=5622

 

4 bones per vertex - gonna keep that in mind.

 

I did fix my problem in the end by removing all the blue weights - so all the ones that have weight value of less than 0.2. It fixed both the clipping and the strange shadows.

 

 

Just thought I'd throw this out there too: The exporter should be set to max out at 4 bones per vertex. To keep from having the issue in the first place, you can also tell the skin-modifier how many bones are allowed per vertex. If you do this before skinning, it should prevent it from happening in the first place.

 

Also, the subscribers of my Roman Weapons mod would really like to have that armor I'll bet, and I wasn't looking forward to making it. Contact me if you are interested in collaborating (I think Workshop allows multiple authors per mod)

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