Uthil Posted August 20, 2016 Share Posted August 20, 2016 Hey folks, i have started to re work again my character models for my mod, im trying add the best end result that i can get. The specific problem exists since it the very beginning of the mod since the characters was the 1st thing that i convert/edit. Here's the photo and what i understand from it: So i was experimenting and i made whole model again by adding also the HD suffix, also change the dbc entries for characters, not all as it seems since i was more but wanted to change the specific. So it seems for some haircuts rest entries must be changed in order to work and thats not a big problem since all haircuts work, Tho the small area in the head and under eye is that troubles me. Is that wrong uv map or i need to check those meshes ? Should test by removing doubles too ? From the look you can understand what might be the problem. Can anyone advice on what to start looking, before i fubar the model and start over. Like my project and you like to support me you can do it here! Link to comment Share on other sites More sharing options...
Uthil Posted August 23, 2016 Author Share Posted August 23, 2016 B U M P ! Like my project and you like to support me you can do it here! Link to comment Share on other sites More sharing options...
Alastor StrixEfuartus Posted August 23, 2016 Share Posted August 23, 2016 you messed up meshes as i see you have left side eyelashes connected with hairstyle ? no wonder that texture wont load to some unknown mesh ID No matter how fast light travels it finds the darkness has always got there first and is waiting for it PATREON | TWITCH | MC.net | YOUTUBE | PAYPAL |BUY SOME OF MY 3D MODELS Star Citizen Referral Code : STAR-XNFS-HVL9 - Register using my code and recieve free 5,000 UEC Link to comment Share on other sites More sharing options...
Uthil Posted August 23, 2016 Author Share Posted August 23, 2016 7 hours ago, Alastor StrixEfuartus said: you messed up meshes as i see you have left side eyelashes connected with hairstyle ? no wonder that texture wont load to some unknown mesh ID Ill investigate those forehead meshes but to be honest those aren't connected at all with hairs. Hairs are separate and work fine, but in the picture seems to be one. Its the small area in the forehead and under right eye. Like my project and you like to support me you can do it here! Link to comment Share on other sites More sharing options...
Alastor StrixEfuartus Posted August 24, 2016 Share Posted August 24, 2016 then check meshID and find propeth char section for it No matter how fast light travels it finds the darkness has always got there first and is waiting for it PATREON | TWITCH | MC.net | YOUTUBE | PAYPAL |BUY SOME OF MY 3D MODELS Star Citizen Referral Code : STAR-XNFS-HVL9 - Register using my code and recieve free 5,000 UEC Link to comment Share on other sites More sharing options...
Uthil Posted August 28, 2016 Author Share Posted August 28, 2016 So now i've step into another thing, about tris count. I was working on the dwarven female model, everything works good on her, hairstyles, face variations etc but my problem is the tirs count which after all the work doesn't seem to drop bellow my number so i can make it work and reach 21845. Here is my tris count after i deleted the doubles on whole model and decimated the hairs with the inicos tut. I have got rid the equipment that doesn't existed in classic and also delete the bare feet. So with tagsteam tool that i used to test in a WotLK client, i get this result : Seems since im still above the limit either game cant read those legs/equipment models or they got deleted by tagsteam tool in order to work. Also kowards tool gave me a warning about tris count but i was sure that it will warn me since my tris was already high. By the way i've tested both old WoD models and new Legion build models and legion models has 1000 more tris on their count, so after all that fine tuning in a legion model i was even higher on the triangles and not 24197 as you see here. So i've decide to return to WoD models. So any idea what else i can do in order to get it down to its appropriate numbers ?? Like my project and you like to support me you can do it here! Link to comment Share on other sites More sharing options...
Alastor StrixEfuartus Posted August 28, 2016 Share Posted August 28, 2016 Decimate more No matter how fast light travels it finds the darkness has always got there first and is waiting for it PATREON | TWITCH | MC.net | YOUTUBE | PAYPAL |BUY SOME OF MY 3D MODELS Star Citizen Referral Code : STAR-XNFS-HVL9 - Register using my code and recieve free 5,000 UEC Link to comment Share on other sites More sharing options...
Uthil Posted August 28, 2016 Author Share Posted August 28, 2016 11 hours ago, Alastor StrixEfuartus said: Decimate more Decimate also body textures ?? I have already delete doubles on everything, ears, face, body what ever i piece i could remove doubles i did. The only pieces that i didn't touch is the tabarb and cloaks, cause when i delete their doubles texture went completely fubar. In one of your tuts you were showing how you could "fix" and get rid the doubles of a tabarb, you think its going to work same on cloaks ? Seems they have far more meshes as they should. Like my project and you like to support me you can do it here! Link to comment Share on other sites More sharing options...
Alastor StrixEfuartus Posted August 28, 2016 Share Posted August 28, 2016 ofc remove doubles and make it two sided render just check if you have recalculated siding for outer facing No matter how fast light travels it finds the darkness has always got there first and is waiting for it PATREON | TWITCH | MC.net | YOUTUBE | PAYPAL |BUY SOME OF MY 3D MODELS Star Citizen Referral Code : STAR-XNFS-HVL9 - Register using my code and recieve free 5,000 UEC Link to comment Share on other sites More sharing options...
Wrong Mapping or meshes problem
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