![]() ![]() You might be going "hey what gives i thought the normals were fixed?". Ok so first things first, remember one of the core issues of the smash model was that there were invisible seams? Lets go ahead and remove those invisible seams.So, we are going to add a Normals modifier to allow blender to recalculate normals, but only for the vertices that we want (basically everywhere but seams) Well, whats happening is that we aren't letting blender recalculate normals as the mesh deforms, so any stretching of the mesh will have messed up lighting since we aren't letting blender do its thing. Now that the vertices are merged, we are ready to apply a 'Weighted Normal' modifier.Select a mesh, enter edit mode, press A to select everything, then 'Mesh -> Merge -> By Distance'. Allright so this should be fine for most parts of the body, but it will not be enough for the face.Click on the little blue wrench to get to the modifiers, then add a Weighted Normal modifer. Remember that the face has seams between all the different faces meshes. So, the recalculated normals will simply not work at the edge. This means, that we will change the WeightedNormal modifier to only modify vertices not at the edge. Select an edge along the face seam, then go to Select -> Select Loops -> Edge Loops. This will select most of the other edges along the seam. In my case, i had to first do this for the cheek edges, then i had to shift-select an edge along the neck to make sure i grabbed all the edges. ![]() ![]() Verify the vertices properly got assigned to the group by clicking on a Vertex in the viewport, and then pressing N and look under 'Vertex Weights'.With the interior selected, go to the Vertex Groups, create a new Vertex Group, go ahead and call it 'Smooth', and click 'Assign'.Press Ctrl-I to invert the selection, so now everything but the vertices along the edges will be selected. ![]()
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