Hair meshing fail. Scalp disappears?

<< < (2/6) > >>

Theraven:
I'm definitely not an expert on hair meshing (I do know some of meshing in general), but isn't it so that you need one layer for the base hair, one for the top alpha layer, and one for the bottom (maybe even two or four extra layers if you've got a very detailed mesh)?
If you UVmap it correct, it could work like that. The less layers you have to work with, the better it is (usually, anyway)

BlooM:
If you have more meshgroups then the original maxis hairmesh you do have a problem ;)
Every meshgroup is linked to a txmt file wich is linked to your texture file.
This linking is done in your recolor file.

I discovered and wrote a tutorial on how to add more texture files(and txmt's) to your recolor file here:
http://www.insimenator.org/index.php/topic,51352.0.html


However, in your case you should atleast see the original meshgroupsnames.
The head itself should be visible, that is a basic meshgroup you always use.
So, fix those names first if you named them difrent.
when using Milkshape you must name the meshgroup(and its settings) in the comment box.
If you can not solve it, then upload the mesh and recolor file here so i can have a look.

Tenshii~Akari:
Quote from: theraven on September 15, 2009, 12:09:46 pm

I'm definitely not an expert on hair meshing (I do know some of meshing in general), but isn't it so that you need one layer for the base hair, one for the top alpha layer, and one for the bottom (maybe even two or four extra layers if you've got a very detailed mesh)?
If you UVmap it correct, it could work like that. The less layers you have to work with, the better it is (usually, anyway)


My thoughts exactly.   ;D  

Twisted, just as a helpful tip, having each part of your hair mesh as completely separate groups may seem easier, but it's actually making more work for you and potential retexturers of your mesh in the future.   ;)  Even Nouk claimed that having so many different alpha groups was one of her biggest problems earlier on, as it was a beast to do retextures or alpha edits of her earlier alpha meshes.  (Trust me, I can also agree with that part from experience... as much as I love her earlier alpha hairs, the amount of work required to texture them was, and still is, quite overwhelming and at times frustrating...)   :-[

It's very possible to fix your mesh so that even all twelve parts can be assigned to at least two groups, just like theraven mentioned.  Nouk explains how to optimize such hair meshes in this tutorial, which of course would require you to edit the Opacity values in either Milkshape or in SimPE* to have them appear correctly.  

*(Not elaborated too much in actual tutorial: Click on the GMDC resource, and then go to the tab that says "Groups" above the Models checklist.  You can click on the group names in the "Group Section" list, and edit their opacity values.)

Of course, if you have parts of your mesh that absolutely require more or separate mesh groups, and the hair you plan on linking the mesh to doesn't have that many available, the tutorial BlooM made will surely become your best friend for that part.  ;)

twisted FATE xx:
Update on the sitch: Originally, I was modifying for my own personal use a conversion of a Peggy hair (fitting a hat to it). Then I said, "Screw it all, there's too many groups to do anything about it." I've used Bloom's tutorial on adding new groups multiple times for body meshes, and even have my own comments about it in a file somewhere around my computer, but the whole thing was just too unwieldy and I knew that I would mess up somewhere and it wasn't worth it. So I poked around my Bodyshop to find a similar enough hair that I could use, and found that the curly OFB hair by Maxis would fit the bill pretty well. Last night, I decided to clone the AL Witch Hat hair and was thrilled to find that it had the exact number of groups that I needed, hat and all. So I switched around all the groups and matched up their comments, built the mesh by replacing the GMDC like always, fixed integrity, and linked the Bodyshop recolor to it. I was confident that it finally worked this time.

Damn. It didn't. Still a face without a scalp or any hair at all! It's really baffling me. Thank you so much for your replies, Bloom and Tenshii! And thank you for your offer, Bloom, it's much appreciated! <3 I uploaded my mesh file, the saved sims recolor that's linked to it, and my MSD file. But I have SO many versions of this hair littered about my desktop, so I really hope I didn't give you the wrong one by mistake. I think they're correct, though. Slap me if they aren't. Thanks again, you guys are wonderful!

Tenshii~Akari:
When you linked your texture file to the mesh, which way did you do it... the old way ("good" ol' fashioned manual linking) or new way (using the PJSE plugin)? It's possible something could be going on if you're doing it the old way, but wouldn't be too sure how and why it would keep appearing as "invisible" if your doing it through PJSE.   :-\

And you have a link to that download, right?  I can check it out as well if you'd like.   ;)

Navigation

[0] Message Index

[#] Next page

[*] Previous page