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Hair Conversions


Risibisi

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Hi folks!

In the last few weeks I've began to do some Simhair conversions for Dragon Age Origins. I've used Boodrl's video tutorial to learn the several steps of the conversion process.

So far so good!:biggrin:

 

But I've two problems and I hope someone has a tip for me:

 

1. Face sorting:

You need this step for rendering: "tell the engine to render the back layers first, and the front layers last." (Vornasblog:http://social.bioware.com/1079/blog/4093/)

Every hairstyle I have made has green parts in the hair. I know that it has something to do with the face sorting. I'm really careful and accurate to make it in the right order- but the hairstyles still have these green spots. Even if I do a hairstyle 5 times in the same way- I get always the green spot at different places :blink:

 

2, When importing the hairstyle obj. in Blender you get an number of how many faces the hair has e.g. 12.000. After the face sorting I'm get only e.g. 4000-6000 faces and I'm really sure that I didn't miss to sort a face.

 

I've reinstalled Blender, New Powers script... but still these green parts.

 

So here are my questions:

  • Could it be possible that Blender loose some information during the import process?
  • Could it be a problem with my pc hardware?

It would be wonderful if someone has a tip or solution for my problem

 

 

Thanks in advance!

 

See ya!

 

 

Risibisi

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  • 2 weeks later...

] Hi!

I have an answer and will try to explain it but it's difficult to describe. I'll try my best.:tongue:

After some testing it come to light that my main problem was the last step when you are converting hair. Not the face sorting was the problem but the step where you check if the texture faces the right direction. ( More info about that in Boodrls vid tutorial

)

You still need to invest more time an work for some hairstyles because of the facesorting.

There are some styles which were imported correctly in Blender. So you can see the topside and the bottom side of a strand of hair.( thats important for the texture, especially when you convert curly hair).

But there are styles were you don't see the bottomside/ topside, so you have to guess that there must be one. You know that's something wrong when you didn't get the required amount of faces. So you need some practical value.

That means for everyone who wants to convert hair that you can use nearly every hairstyle from the Sims and not like I thought only the ones from certain designer!

So after some days of testing and exchanging opinions that is one of my final results.

 

 

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Hi, it's me again

Hm, I don't know it it's okay if I'm the only one who use this thread. So, please let me know! Thanx!

I have another question about hair conversions: texture images!

Many Sim hairstyles have more than 1 texture image, sometimes about 5-10 images!

I'll show you an example:

 

 

You need both textures, if you don't use both then your hairstyle will have holes etc. All infos I have or found refer to hairstyles with 1 texture image and how to make the texture for DAO. -> More infos about making/ converting a hairtexture for DAO (BoodrLs vid tutorial).

So, does anybody know what I have to do if there are 2 texture images or more?

 

See ya

Risi :devil:

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I've encounter this before. You need to combine all these textures on to one image file. Then create your own normal, spec and alpha map (it's not that hard). But then the next issue is that the uv maps of the mesh will be messed up (google/youtube uv maps and find a tut) so then is simply remapping the faces to lay over the correct stands of hair.

 

When you open dragonblender to windows pop up on the right hand side. Each of these windows has a button on the top left corner and if you click it you should get a drop down list of things to choose from uv mapping should be one of them.

 

It'll be frustrating at first i'll admit but you get the hang of it i'm sure. You seem like a real keener to me :thumbsup:.

 

Once you've selected the uv mapping from the drop down list select your mesh and select ALL the vertices in edit mode. Then open up the texture with that uv mapper winder. What will should pop up then is your texture that you've added all the strands too and a lot of triangles all over the place. (Don't panic) know that your mesh and texture are 'connected' select one strand of the hair (eg the bangs or something...) What I do is click on one face, then use and hold down the + key. this will select all the faces in one strand of hair. You'll see you selection pop up over the texture. then in that uv map window select all those triangles (The same hotkeys you used with the meshes can be applied here) and you can resize/ move it over the desired hair.

 

export you model and your uv map will be saved! yey!

 

This will make more sense as you work on it yourself.

 

Good luck.....now I will disappear and go back to my studies which is consuming all my time :down:

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Hi Boodrl!

Thank you soooo much!!!

That will be really helpful because I'm only converting hair to see how the meshes are build up and how to use the textures etc. because my basic intention is to make my own designs and with your infos is my goal within reach.:dance:

To combine the textures into one image was my first thought. I even had the several maps- that was no problem but it was as you described a mess up with the uv maps of the mesh.

 

Thank you Boodrl, you're a doll and good luck to you and for your studies!

Hope you will come back soon and that you have enough time to work on your excellent mods!

 

* runs off for the next fights with Blender...*

:)

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