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#1 Old 21st Nov 2024 at 4:38 AM
Default Some parts of skin showing on the mesh???
Hi! I don't what I did wrong in the process but when I uploaded the mesh on TSRW it shows up like this .

I also checked in blender and it's not overlapping anything so idk what part I did wrong or missed.
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Scholar
#2 Old 21st Nov 2024 at 5:31 AM
Quote: Originally posted by minini
Hi! I don't what I did wrong in the process but when I uploaded the mesh on TSRW it shows up like this .

I also checked in blender and it's not overlapping anything so idk what part I did wrong or missed.


Looks like seams did not split.

Shiny, happy people make me puke!
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#3 Old 21st Nov 2024 at 11:21 AM
Quote: Originally posted by LadySmoks
Looks like seams did not split.


thank you. how do I fix that? I'm still quite new to blender. I did auto-merge the vertices of the cloth before resizing them, can this cause that?
Scholar
#4 Old 21st Nov 2024 at 4:06 PM
Quote: Originally posted by minini
thank you. how do I fix that? I'm still quite new to blender. I did auto-merge the vertices of the cloth before resizing them, can this cause that?


There are several ways to fix the seams.

1) Depending on which version of Blender you have, and Smug Tomato's tools, 2.8x has an auto split feature. On rare occasion, a vertices may get stuck, and not split, and you must manually rip it. 2.9x uses the Blender seam splitter. Full instructions are posted on the pages for each tool. You can also use the Blender seam split on 2.8x.

2) I often work in geom and object. When exporting as object, you do not need to split seams (it gets done automatically along the way), and is often a cleaner looking mesh. Because of bones, I then export the geom to use as a reference in MTK. It doesn't matter if seams don't split, as it is only a reference, and won't be the final mesh. The object is converted to geom in MTK, bones added (using reference), seam fix, then convert to .wso.

Shiny, happy people make me puke!
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Original Poster
#5 Old 21st Nov 2024 at 7:28 PM
Quote: Originally posted by LadySmoks
There are several ways to fix the seams.

1) Depending on which version of Blender you have, and Smug Tomato's tools, 2.8x has an auto split feature. On rare occasion, a vertices may get stuck, and not split, and you must manually rip it. 2.9x uses the Blender seam splitter. Full instructions are posted on the pages for each tool. You can also use the Blender seam split on 2.8x.

2) I often work in geom and object. When exporting as object, you do not need to split seams (it gets done automatically along the way), and is often a cleaner looking mesh. Because of bones, I then export the geom to use as a reference in MTK. It doesn't matter if seams don't split, as it is only a reference, and won't be the final mesh. The object is converted to geom in MTK, bones added (using reference), seam fix, then convert to .wso.


aahhhh...I use the 4.2 version of Blender 😞 might consider going back to older versions since it seems more easy to follow and thank you - will try to follow your advice. And I will try to get back to this as soon as I can (since I'm busy with uni and stuffs )
Lab Assistant
#6 Old 21st Nov 2024 at 10:27 PM
You're not showing the UV map for the mesh. My guess is that the texture is not properly aligned with the UV map.
Forum Resident
#7 Old 21st Nov 2024 at 11:52 PM
Quote: Originally posted by minini
I did auto-merge the vertices of the cloth before resizing them, can this cause that?

This is causing the warped texture parts on the sweater, while the rest just looks like it needs to be aligned with the UVs.

If you make any changes to the topology that don't automatically update the UVs (merge by distance, adding geometry, etc), those vertices will have unwrapped UVs. Left like that, on export they're unwrapping themselves to a dot which is what causes the texture to spiral around in those areas

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Original Poster
#8 Old 22nd Nov 2024 at 12:12 PM
Quote: Originally posted by CardinalSims
This is causing the warped texture parts on the sweater, while the rest just looks like it needs to be aligned with the UVs.

If you make any changes to the topology that don't automatically update the UVs (merge by distance, adding geometry, etc), those vertices will have unwrapped UVs. Left like that, on export they're unwrapping themselves to a dot which is what causes the texture to spiral around in those areas


ooh, i see. thank you.
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