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Fur mesh loses 'fluffyness'

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N

NemsisOfMoles

Rookie
#1
Aug 29, 2015
Fur mesh loses 'fluffyness'

I'm working on adding a fur lining to the bear armour, and I've had some success but I'm hitting a wall when it comes to the texture side of things.


This is what the fur looks like right now - http://imgur.com/N9wWWlE - http://i.imgur.com/sPw9w85.png - http://i.imgur.com/Lck2m8s.png


You'll notice it looks 'flat' like several layers of pixels placed over top of each other, rather than the flowing fur it should be. I've tried to edit the XML and renaming the relevant a,n and d tga files for the furs I'm importing, but I get the same issue.


My work flow right now is (using the Skellige woman as an example)
-Export skellige woman fur w2mesh file.
-Export xbms for Skellige Woman
-rename all the files
-edit XML if required (usually not)
-Import into bear armour handkerchief mesh (i_01_bear I think it is)
-Cook, Pack, etc.


Then no matter what I do, I get the above result. I've tried making the xml point to the right alpha tga, tried overwriting the bear tgas with the relevant ones, I've tried using multiple models, meshes and textures and no matter what, I can't get that nice fluffy effect on the imported fur. Halp


:hurt:

---------- Updated at 07:38 PM ----------

Huh. if I skip the export step, it seems to work ok. Just need to mess wcc a bit to pack it properly...
 
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C

CarolKarine

Rookie
#2
Aug 29, 2015
Pictures of it if you skip exporting?
 
L

LeGioN-67-5

Rookie
#3
Aug 29, 2015
Good job, but need more to do!
This fur need to cut from behind and make it narrower and retex in black. Skellige stile are bad. Retex from other mod - http://www.nexusmods.com/witcher3/mods/341/?tab=4&&navtag=http://www.nexusmods.com/witcher3/ajax/comments/?mod_id=341&page=1&sort=DESC&pid=0&thread_id=3137394&pUp=1
 

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Last edited: Aug 29, 2015
C

CarolKarine

Rookie
#4
Aug 29, 2015
LeGioN-67-5 said:
Good job, but need more to do!
This fur need to cut from behind and make it narrower and retex in black. Skellige stile are bad. Retex from other mod - http://www.nexusmods.com/witcher3/mods/341/?tab=4&&navtag=http://www.nexusmods.com/witcher3/ajax/comments/?mod_id=341&page=1&sort=DESC&pid=0&thread_id=3137394&pUp=1
Click to expand...
The problem with editing the mesh is at best it ruins the alphas and at worst it floats behind Geralt and isn't properly attached to him.
 
N

NemsisOfMoles

Rookie
#5
Aug 29, 2015
Yeah here's the mod without exporting the files
http://www.nexusmods.com/witcher3/mods/559/?
This is, I think, the limit at this point. If the WCC gets fixed and lets you edit stuff without messing up alphas and weights, awesome, I'll take a second crack at it, but I'm done now. I'm gonna actually PLAY the game now! :D
 
D

dragonbird

Ex-moderator
#6
Aug 30, 2015
Well, so much for my plan to bring this into PolarBear - I've hit the same roadblock as you did. You can't recolour without editing the xml, but the minute you take the mesh files through the export/import process, even if you don't touch a THING, the alpha channel has gone.

I even wasted an hour running the tga files through After Effects, which was a recommendation I saw on the Adobe site, just in case it was a problem with them, given the strange things Photoshop sometimes does with alphas. But no, and you get the problem even if you don't export/import the maps. So the problem definitely seems to be with wcc_lite.

It looks really cool on the vanilla Ursine set though :)
 
Last edited: Aug 30, 2015
L

LeGioN-67-5

Rookie
#7
Aug 30, 2015
Who can help and cut this very long fur from the back???

 

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N

NemsisOfMoles

Rookie
#8
Aug 30, 2015
Dragonbird said:
Well, so much for my plan to bring this into PolarBear - I've hit the same roadblock as you did. You can't recolour without editing the xml, but the minute you take the mesh files through the export/import process, even if you don't touch a THING, the alpha channel has gone.

I even wasted an hour running the tga files through After Effects, which was a recommendation I saw on the Adobe site, just in case it was a problem with them, given the strange things Photoshop sometimes does with alphas. But no, and you get the problem even if you don't export/import the maps. So the problem definitely seems to be with wcc_lite.

It looks really cool on the vanilla Ursine set though :)
Click to expand...
Yeah, I spent a real long time fiddling with the tools and every aspect of the file, and it really seems like any time you touch something in any way, you break some very important part of the mesh or model. If you try and mod it in a 3d editor, you lose weights and bones, if you merely export it, you lose alphas. Mesh swaps is pretty much the limit of these tools as far as I can tell, and even then you kinda have to trick it to make it work.

Hey CD Red, what gives yo, you gave us mod tools that can't actually mod anything! Lol
 
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