Not really sure where to take this so who knows, maybe I'll get lucky and a dev will read this and be able to provide some insight.
I am in the process of documenting my attempt to re-rig the Citizen Formal Bolero Jacket so it is player wearable. I have no 3d modelling/rigging/animating experience so the past 56 hours have been...rough. I understand this jacket was not designed to be player wearable in first person perspective (FPP). In FPP, the player head model drops beneath the floor and is replaced by the FPP viewport. When this happens it also pulls down the neck of the jacket as shown here: The Formal Bolero Jacket, Blender 3D and the heroes journey of a noob rigger | Forums - CD PROJEKT RED
I'm a noob but I know what the problem is and how to fix it after an intensive Blender 101 crash course and days of trying to figure it out. However, I have run into a bit of a dealbreaker. If I export to .fbx in Blender or the Maya 30 day free trial, the normals get super messed up. I have screenshotted it below:
What the jacket is supposed to look like ingame:
But if I rebuild the mesh using CP77Tools from an .fbx file exported from Blender/Maya, this happens:
You can see the jacket seams are inverted and the creases on the shoulders and arms lack depth. There are also shadows around the collar which are related to the topology of the submesh (it is much easier to see this in Blender/Maya's viewport with shading = on). I think something is going wrong with the normals and this occurs even if I don't do any editing in Blender/Maya. It is a product of the .fbx exporter in both applications.
Anyone got any insight into why this is happening? It looks like the normal maps are inverted?
As this issue is fairly obscure, I'm not really expecting any replies. I'm at an impasse but not ready to call it the end of the road just yet, so what the hell. Throwing it out there anyway.
I am in the process of documenting my attempt to re-rig the Citizen Formal Bolero Jacket so it is player wearable. I have no 3d modelling/rigging/animating experience so the past 56 hours have been...rough. I understand this jacket was not designed to be player wearable in first person perspective (FPP). In FPP, the player head model drops beneath the floor and is replaced by the FPP viewport. When this happens it also pulls down the neck of the jacket as shown here: The Formal Bolero Jacket, Blender 3D and the heroes journey of a noob rigger | Forums - CD PROJEKT RED
I'm a noob but I know what the problem is and how to fix it after an intensive Blender 101 crash course and days of trying to figure it out. However, I have run into a bit of a dealbreaker. If I export to .fbx in Blender or the Maya 30 day free trial, the normals get super messed up. I have screenshotted it below:
What the jacket is supposed to look like ingame:
But if I rebuild the mesh using CP77Tools from an .fbx file exported from Blender/Maya, this happens:
You can see the jacket seams are inverted and the creases on the shoulders and arms lack depth. There are also shadows around the collar which are related to the topology of the submesh (it is much easier to see this in Blender/Maya's viewport with shading = on). I think something is going wrong with the normals and this occurs even if I don't do any editing in Blender/Maya. It is a product of the .fbx exporter in both applications.
Anyone got any insight into why this is happening? It looks like the normal maps are inverted?
As this issue is fairly obscure, I'm not really expecting any replies. I'm at an impasse but not ready to call it the end of the road just yet, so what the hell. Throwing it out there anyway.
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