Vesbit Posted December 27, 2012 Share Posted December 27, 2012 Hi guys, I'm creating some custom armor for Skyrim, and have gotten everything working except for a weird bug on the arms. Everything looks fine in-game, until you zoom out a little, and then it appears that the z-buffering is not working properly on the arms. The body draws through it and it seems to 'dissapear' or fade out as you rotate the camera. I've been scouring the internet for similar issues, but haven't been able to find any solutions. This is my first armor mod, but I've got a bit of experience with 3d modelling (2 yr+). I've tried everything I can think of, but nothing seems to fix it. Info on mesh:There are no overlapping verts, isolated verts, overlapped faces, inverted faces, inverted UVWs, or alphas on the textures.The arms in question is using the malebody_1 that I extracted from the vanilla mesh, and cut up around the custom armor. It is using the same BSLightingShaderProperty as the vanilla malebody_1 mesh. The model is partitioned correctly to SPB_32_BODY, and the skinning/weights and 0-1 weight morph works perfectly. I've tried combinations of smoothing groups, updating tangent space, separating out just the arm from the mesh, nothing seems to make the problem go away. Any help or ideas you can give would be greatly appreciated! Hopefully I can figure out how to fix this bug so I can start making new/different custom armors :) Link to comment Share on other sites More sharing options...
Vesbit Posted December 27, 2012 Author Share Posted December 27, 2012 (edited) Oh happy day! Figured out the solution... meshes using the vanilla body texture + shader properties have to have their Num UV set to 1, and Normals set to no. [Edit] Spoke too quickly, the above actually had no effect. It was the 'make all skin partitions' from the spells > batch menu that solved the problem. Doh! :facepalm: Edited December 27, 2012 by Vesbit Link to comment Share on other sites More sharing options...
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