Torchmodders
Modding => 3D Modelling & Animation => Topic started by: Andrew on April 28, 2016, 04:47:39 pm
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Hi all, I'm looking to get some help on a new helmet I'm trying to make in blender. I'm taking the existing forest mesh (MEDIA\WARDROBE\_LVLS41_50\FOREST_01\HUF_FOREST_01.MESH) and trying to turn the helmet into a wolf's head helmet.
In blender it works fine (v2.77) that I can tell and the texture is mapped correctly to the UV. The issue is that when I test the items out in GUTS, some of the new faces that I added as part of the changes are not appearing in the game mode. I'm not sure what is causing these faces to not appear and that is where I'd like to have some help.
I've attached screen shots of the mesh in blender and the issue as seen in GUTS. I have also attached my blend file.
Note that I am aware that there is no Face (aka eyes in many meshes) and Scalp, but I was going to work on that after getting the helmet to work correctly. That is because the forest mesh does not display the user's face.
Thanks for any help. Sorry for any ignorance as I'm very new to Blender and this is the first project I've tried with it. Feel free to send me a link to any tutorials if you think that is appropriate.
Note that I created some new vertices and then created faces from them. I did a UV unwrap of the entire wolf portion and then mapped that onto my updated DDS file. So I'm not sure what I did wrong.
For the weights, I simply went into Weight Paint mode and made the teeth area (the ones that I created) colored red to match the rest of the helmet so that it would move correctly as before it was not moving with the correct bone. So it is very possible I did this wrong and that is part of the issue.
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Well Andrew, don't worry, your issue is pretty normal when you are new to 3d modeling...
Your issue is with the Normals of the new faces, this normals (Normal vectors), determine in what direction a face is reflecting the light, in you case the normals of some of your new faces are flipped, so this faces are seen when you look at them from the inside of the helmet instead of from the outside.
To fix this, you should select the new part of your mesh and use the option "Recalculate normals" only use this selecting the part you created, if you use it having all the model select you are going to break some "Flat" surface, that have double faces to be seen from both sides.
For more info on the subject check this links:
Normals- Blender reference manual (https://www.blender.org/manual/modeling/meshes/editing/normals.html)
https://www.youtube.com/watch?v=p9Q5c-4AeRA (https://www.youtube.com/watch?v=p9Q5c-4AeRA) Blender Normals in one minute (Video)
Normals and Shading - Blender 3d: Noob to Pro (https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Normals_and_Shading)
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Hey Andrew nice to hear from you ;)
Is the upper jaw of the wolf supposed to overhang the player's face? Thats gonna be a cool-looking helm when its done!
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Well Andrew, don't worry, your issue is pretty normal when you are new to 3d modeling...
Your issue is with the Normals of the new faces, this normals (Normal vectors), determine in what direction a face is reflecting the light, in you case the normals of some of your new faces are flipped, so this faces are seen when you look at them from the inside of the helmet instead of from the outside.
Thank you! That was the issue. Selecting the wolf head portion and recalculating the normals fixed it. Didn't even know there was such a thing so that would have taken me a while to figure out without your help.
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Hey Andrew nice to hear from you ;)
Is the upper jaw of the wolf supposed to overhang the player's face? Thats gonna be a cool-looking helm when its done!
Yes, there is no bottom jaw, so the player's face will be below the jaw.
Thanks for the encouragement!
It is going to be my T1 item set for Synergies targeting my druid but any spellcaster would probably like it.
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Post pics of the finished product, if that's okay :P !