Since we have a general help thread for ripping models ("How do you rip models"), but not a general help thread for models themselves, I felt I should make one.
As some of you may already know, I am having an extremely hard time trying to convert character models from Bayonetta. Ripping them is easy, but converting them with their textures displaying correctly is very, very hard.
For example, here is default Bayonetta, completely textured and with unneeded meshes removed.
Now I'll export her to an .obj just to see if the textures are correct, and...
As you can see, this doesn't look right. The transparency on the glasses lenses aren't working like how they should, and her eyebrows allow me to see into her head (it's not very apparent in this picture, but believe me, if you were to move the viewport around, you can see right into her head).
What can I do to fix these issues?
I'm not sure if this will work but have you tried flipping normals on the parts that allow you to see into her?
in blender go into edit mode press w than click on flip normals it may work on her glasses as well.
Didn't work, sorry. :/ It just made her eyebrows go inside her head, and her glasses lenses still have the same problem.
Also, I've ran into another problem: Whenever I try posing the neck or head, I find that she has a duplicate face and facial features.
I could probably just delete them, but I wonder why she has a duplicate face.
If anyone is interested, I could send you the .blend file, .dae, and textures, so you could have a look at everything and give me a few pointers.
it might be how PMD/PMX editor works for editing models in Miku Miku Dance, the location of the transparent items may need to be at the bottom of the mesh/material's list to render anything behind them. but i thought more advance programs like blender bypass that problem. an second head? i know of second hands, but only reason i think may be for a transparancy or something like muscles. when i did a Delorean, it had a second fullbody mesh that later found out it was for shaders and the ice textures, but just a guess.
Hmmmm...you might be right. After all, Bayonetta and Jeanne do have meshes attached to them that are made invisible and reflected in their shadows in the game, but are visible in model viewers.
I still don't know how to fix the transparency issues though...
To my knowledge, meshs don't do the transparency, it the material or the textures that effect transparencies. Hair with textures transparencies was bit annoying when i did them since i also had to move the material to the bottom of the list for matrials for them to show anything behind them which took a while if dealing with 100+ mesh/materials. :/ sorry not much more help, but the only solution i can think of next to remove the transparency of the textures by converting from png or what ever current format to jpg... but more a last resort move since some cases like hair and glass one want to keep the transparency unless they know how to edit alphas to replace it.
Hmm... a double face? Do you have a version with it still in the spot it was originally? If so, you might want to look into my tutorials.
I just looked at your tutorials, and neither one had anything to do with my problem.
Anyway, I found a way around the duplicate face (delete one, keep the other), and I also found out why some of the transparencies don't display properly. The reason why is because Blender generally has issues with transparency in textures. Opening the model in Noesis displays the transparent parts perfectly.
(06-23-2014, 05:05 PM)Mystie Wrote: [ -> ]I just looked at your tutorials, and neither one had anything to do with my problem.
Anyway, I found a way around the duplicate face (delete one, keep the other), and I also found out why some of the transparencies don't display properly. The reason why is because Blender generally has issues with transparency in textures. Opening the model in Noesis displays the transparent parts perfectly.
Well, that might explain something I have seen with the Kung Fu Panda models and textures. More specifically, the fur. Thank you for the reply.