View attachment 140421View attachment 140422
The normals are off both when loaded into Blender and when previewed with "Autodesk FBX Review" (an old FBX previewing program).
Can you verify that it does NOT look like this before you export? And could you test whether it looks like this when you import the exported FBX? If the export to FBX is why this happens, try exporting to a different format, or look into the export settings, there might be something you could change to fix this.
Edit: Try to match these settings in FBX export (these are probably not the best settings, but they're at least known to not break normals after exporting, unsure if that's because of the settings or something else) View attachment 140424
This new thread of mine does not have many pages yet.I am so close to where I want to be with my mods, but I am getting this tiny white artifact on every single adult female and I can't for my life figure out how to get rid of it. Help please!
Well Blender is only used as a conversion tool to DAE in your case (because I can only make a plugin for Blender, making an add-on for 3ds Max would require a lot more work, and a license), but the point is that when your meshes are exported the normals appear to be wrong/simplified/regenerated.
MAYA also has the ability to handle many normals.
This is what a custom normal is in Blender.
In MAYA, it is called normal averaging.
However, I doubt that these processes are applied when importing pac files, so I don't use them.
I am an Autodesk user.
I am not interested in a blender.
Well Blender is only used as a conversion tool to DAE in your case (because I can only make a plugin for Blender, making an add-on for 3ds Max would require a lot more work, and a license), but the point is that when your meshes are exported the normals appear to be wrong/simplified/regenerated.
In your screenshots I see that you loaded your project file again, could you instead load the FBX file you sent and verify that it looks correct?
You can view normal shading with the "viewport shading" mode and the "render pass" set to "Normal" to verify that there are no issues, but yes that does look better.The custom normal in the blender seems to work by averaging the normals in MAYA and locking the normals.
However, this is without skinning using bones, so it is not yet known after skinning.
The custom normal in the blender seems to work by averaging the normals in MAYA and locking the normals.
However, this is without skinning using bones, so it is not yet known after skinning.
It might be a scale issue, hide the armature (click the eye icon next to it) and see if the mesh is really small
When skin weight is added, the mesh does not seem to show up in a blender.
However, when imported into pac, it displays correctly in-game.
It might be a scale issue, hide the armature (click the eye icon next to it) and see if the mesh is really small
I found it.
It was lying here.
I'm uploading the data for now.I believe if you alter the units by a scale of 0.314 it should be normal size, doesn't really matter though as long as it exports correctly. Mind uploading the DAE so I could verify it's correct this time?
Suzu tell me how to turn on pubic hair?This new thread of mine does not have many pages yet.
I have already answered many of your questions.
Please look for it. I have my hands full making mods.
It should be much easier for you to find it than for me.
Just add the starter innerwear pac file and pubic hair textures "pkw_00_uw_0001_dec.dds" changed to pubic hair mesh "00_uw_0000 , 00_uw_0001".Suzu tell me how to turn on pubic hair?