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Mirrored mesh UV issues


gt9797

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Hey guys, so I have an issue with my mesh/texture in game on a outfit I am working on. (noticeable seam)

 

So, I started off with a "vanilla" FO4 shirt, in blender I cut it in half and did a mirror modifier (So I could edit one side and the other would reflect the edits).

 

Once I finished my edits, I applied the mirror modifier and checked the outfit in game. As you can see there is a noticeable seam strait down the middle (where the mesh was mirrored). Same thing is happening on the front side.

VC1ZTQ0.png

 

Yall know of any potential solutions or fixes?

 

here is what it looks like in BodySlide:

AApu5iR.png

puHDw5Z.png

Edited by gt9797
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Check the file again in Blender and make sure to a) have "clipping' turned on when mirroring that way, so that the vertices join properly, and b) make sure to use the "remove double" function. You may aslo need to zoom in very close to confirm that the vertices are indeed joined properly

 

It happens when there are overlapping faces/vertices or vertices that are VERY close together, but not quite joined.and the game engine gets confused about which "normal" to use.

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Check the file again in Blender and make sure to a) have "clipping' turned on when mirroring that way, so that the vertices join properly, and b) make sure to use the "remove double" function. You may aslo need to zoom in very close to confirm that the vertices are indeed joined properly

 

It happens when there are overlapping faces/vertices or vertices that are VERY close together, but not quite joined.and the game engine gets confused about which "normal" to use.

Thanks for the response. So i checked that the center vertices are joined, and also not overlapping. All is good there.

 

I imported the obj back into bodyslide and did a recalculate normals, and still have the noticeable seam issue:

oduMtbV.png

 

Do you think it could be due to the odd face/verticy pattern? I did a beauty fill to make sure there were no unsliced faces. This is what it looks like in blender:

R7ZVCwP.png

 

On a side note, I did increase the polygon count of the original mesh. (via manually cutting from vertex to vertex). Think the increase in vertex count did this?

 

Edit3: Playing around a little more, when i hide texture in bodyslide, this happens:

V2DSJYh.png

 

Which may just be a visual bug, since when rotated the center line comes back:

EI1ThU9.png

 

Edit 4: The bottom rim and neck rim of shirt may have really close verticies. I did a shrinkrap at one point and the shirt rims became really close together. Would that effect that center line?

Edit 5: Nvm about the Edit 4 comment. Removed those from mesh completely and tested, same thing still happens.

Edited by gt9797
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