WizardMKBK Posted August 28, 2019 Posted August 28, 2019 I need a little help with my frankenstein model I've been working on.So, my model.glm contains the default female twilek's head (jedi_tf), on a body of the human female (jedi_hf) and it also has Tavion's armor.Ive got no errors when i'm exporting glm in Blender, no crashes so far, and the model works perfectly ingame, except for one thing: the lightmap on the twilek's face looks wierd, like the face texture doesnt fit with the head texture, but this problem only occours on maps with lightmap. I'm pretty sure the texture and the shader is okay, I've tired everything i could, but i just cant fix this. Heres a screenshot: https://ibb.co/2YvdCrv Any help would be appreciated!
Jeff Posted August 29, 2019 Posted August 29, 2019 You'll need to remove the rgb layer from the twi'leks body and face in the image files. I use gimp so here's what I do. -Open the image-Add a layer mask-Set the layer-mask to "translate layers alpha channel"-Then use erase to remove the alpha channel-You should see a normal looking texture and save it. Unless you like the black textures
Noodle Posted August 29, 2019 Posted August 29, 2019 Isn't this what happens due to the whole blender not being able to properly export the vertex-normals in the seams? Since it goes to two different directions, you get an odd effect with the shading on it. As far as I know there's no fixing for this, jus finding a way to properly hide the seams.
Jeff Posted August 29, 2019 Posted August 29, 2019 Isn't this what happens due to the whole blender not being able to properly export the vertex-normals in the seams? Since it goes to two different directions, you get an odd effect with the shading on it. As far as I know there's no fixing for this, jus finding a way to properly hide the seams. No it's the texture I've dealt with this myself.
WizardMKBK Posted August 29, 2019 Author Posted August 29, 2019 I tried what you suggested, but the problem still persists Im pretty sure my model.glm is the source of the bug since it has the same problem with the jedi_tf-s original face texture, and my texture works properly with the original jedi_tf model.glm.I guess all i can do is trying to recreate my model, maybe with an updated blender, and hope for the best.Its kinda strange tho, i editted some models in this very skinpack with different default models (luke, and jedi_hm), and this bug only exists with 2 twi'leks (i meand 2/2).Thank you guys for the help anyway, i'm pretty obligated.
Noodle Posted August 29, 2019 Posted August 29, 2019 https://jkhub.org/topic/9363-weird-shading-on-models-exported-from-blender/
Jeff Posted August 30, 2019 Posted August 30, 2019 You can send me the model in PM and I'll take a look.
WizardMKBK Posted August 30, 2019 Author Posted August 30, 2019 Oh, okay, same problem. Seems impossible to fix. Thanks for the link tho! https://jkhub.org/topic/9363-weird-shading-on-models-exported-from-blender/
Noodle Posted August 30, 2019 Posted August 30, 2019 Maybe @@Cagelight can figure out a way for the exporter to fix this, he did the 2.79+ version of the .glm exporter.
Cagelight Posted August 30, 2019 Posted August 30, 2019 The problem is that the GLM importer at the moment does not preserve normals, a very old problem from long before I started working on it, I might be able to fix this eventually but for now the normals must be manually repaired using a Data modifier on the meshes referencing a disabled, combined version of the model. It's kind of an advanced topic in Blender and I've never been good at describing things. It should end up looking like this though: https://jkhub.org/images/HO0FZx6.png Noodle likes this
WizardMKBK Posted August 30, 2019 Author Posted August 30, 2019 I'll definitely give it a try in the next few days on my other twi'lek skin, tho i just started using Blender - and 3d modeling in general - so it may take some time.I bypassed the problem on this one, by using Alora's face instead of jedi_tf, and it works just fine,Thanks for helping guys, i'll post as soon as I can try Cagelights solution.
Noodle Posted August 31, 2019 Posted August 31, 2019 The problem is that the GLM importer at the moment does not preserve normals, a very old problem from long before I started working on it, I might be able to fix this eventually but for now the normals must be manually repaired using a Data modifier on the meshes referencing a disabled, combined version of the model. It's kind of an advanced topic in Blender and I've never been good at describing things. It should end up looking like this though: https://jkhub.org/images/HO0FZx6.png This is incredibly helpful for me, thanks!
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