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LegacyEcho
27th Sep 2006, 6:07 AM
I made this nice mesh using a cylinder to make the skirt I uv mapped it and all however when I textured it the mesh looks very stretchy is there anyway to fix this,maybe something I did wrong dont be shy to point out my mistakes

in the pictures Im showing the uv map and how the texture shows

HystearicalParoxysm
27th Sep 2006, 6:13 AM
You're making SUCH a big bell skirt on that, stretching is going to be pretty unavoidable. Best I can recommend is taking a look at Tiggerypum's tips on adjusting UV maps in Milkshape and apply her blue grid texture to your skirt. You're basically going to want to try to adjust the uv map on the skirt to make it as smooth and perfect a grid as you can, trying to get the squares of the grid as close to a square, grid-like proportion as you can. You're not going to be able to get it perfect, and you won't want your uv map for your skirt to overlap the area that's mapped to the hands on your map, but you may be able to adjust it some to compensate for that over-stretching. That's just kind of the way it is with a biiiiig bell skirt like that though.

Good luck! :)

LegacyEcho
27th Sep 2006, 6:17 AM
oh my god i cant believe I didnt think of that,lol I use that same blue texture when I uv map some of my other meshes lol thanks for reminding me.

HystearicalParoxysm
27th Sep 2006, 6:28 AM
Another option that just came to mind is to make that skirt an alpha skirt. I'm not sure where your skill level is, if that's going to be a possibility for you, but if you have it an alpha skirt, you don't have to worry about intersecting other mapping... It'll all be on another layer, and you can probably get a very unstretched map that way, as it'll allow you to use half of the width for each side, front and back. Much more advanced and harder to create (and probably harder to recolour, especially if the waistline mapping doesn't match up between the body and alpha layers) but if you really wanted to get detailed with your texturing toward the bottom of the skirt, that would be the way to go.

LegacyEcho
27th Sep 2006, 6:32 AM
I just fixed the uv map,and unfortunately I am no good with Alpha meshing Ive been trying.however as I said I fixed uv map it looks alot better now but I didnt texture yet.but the blue map looks nice so here in the pic shows what it looks like Im guessing with I texture the mesh will look just fine

HystearicalParoxysm
27th Sep 2006, 6:39 AM
Not bad. You can probably get the lines going down the dress a little straighter, though, and should probably adjust that part in the center front where those three lines in the middle crunch together vertically - that part will be very difficult to texture as-is.

LegacyEcho
27th Sep 2006, 6:41 AM
yeah it does need more work,however I am glad I managed to fix it,and I realized my mistake by making the shape to small on the uvmap caused it to look like that on the texture

HystearicalParoxysm
18th Oct 2006, 7:00 AM
Looks like a material definition issue to me. Try changing your setting for "stdMatAlphaBlendMode" for your alpha groups from "blend" to "none" and see if that helps.

tiggerypum
18th Oct 2006, 7:46 AM
uhm also, if you're making an alpha skirt, it shouldn't have a bottom (seeing that large white circle) because it's mesh that will almost never be used. I didn't download the mesh, I haven't gotten to touch anything in my game for over a week.

SnowStorm
18th Oct 2006, 1:11 PM
I downloaded and looked at the mesh. You have a couple issues.

1) You have some normals issues along the bottom of the mesh on one side. You can tell you have an issue most of the time by looking at the mesh preview in simpe. The area will be considerable darker than the rest. Sometimes you won't notice these normal issues in milkshape. It can be tricky to fix depending on how you have created your mesh. But you will most likely use the align normals tool or the extended manual edit to modify them. Your look like it's because the bottom ring of vertices is shared between the outer skirt and inner skirt of each alpha layer. Once you separate these as I've outlined below you could then use the align normals on each skirt/alpha layer to get rid of the dark shadows.
2) For an alpha mesh you should have inner faces and outer faces that are the same shape. And they shouldn't be closed shape like you've used. That way when you use the texture to change it's shape you don't get weird gaps. If you want translucency (sp?) the inner faces need a lower opacity number than the outer faces. If you only want to adjust shape via the alpha layers they can have the same opacity number. Looking at your mesh each of your layers has and inner and outer cone. This will give you wierd translucency issues. If you want a mesh that looks like it has two skirts (layers) you need to separate out the inner faces from the outer faces on each layer and give them different opacity values. For instance say you wanted the outer skirt to be texture a and inner skirt be texture b then in milkshape you would have 5 groups, body, alpha_5 (opacity 7), alpha_5 (opacity 5), alpha_3(opacity 3), alpha_3(opacity 1). Your outer most skirts, outer faces would be assigned to alpha_5 group that has opacity 7, your outer most skirts inner faces would be assigned to alpha_5 that has opacity 5, your inner most skirts outer faces would be assigned to alpha_3 that has opacity 3 and your inner most skirts inner faces would be assigned to alpha_3 that has opacity 1. This should allow you then to make transparent/translucent skirts and use a different texture definition for each skirt.
3)You may have some animation issues as it looks like you've assigned the skirt entirely to the dress joint.

LegacyEcho
18th Oct 2006, 4:59 PM
thanks so much for the help. and snowstorm I know how it moves I gave it that assignment so it could move like that,so that animation wasnt an issue for me


Update- another mesh I managed to make once again I feel kinda stupid. the mistake this time is when I made the Skirt from the cylinder I closed it,so I guess it made it heavy or something idk,either way it was crappy.so when I didnt close it and saved it came out perfect and no heavy shading either.so yeah I feel alittle dumb

heres a pic of the mesh in bodyshop.its alpha editable you just cant tell