11-21-2022, 02:55 PM
(This post was last modified: 11-21-2022, 02:58 PM by imprintafter.)
(11-21-2022, 05:23 AM)Jasper7438 Wrote: It may be a texture problem, or a materials problem, or a problem with the meshes' normals.
1. Texture problem - Check to see if each texture looks like they go together. Same skin tone for example.
2. Materials problem - It may be that the body/eyes/mouth materials have different properties [such as more specular, different roughness, etc] that cause them to clash with each other. Check to see if the values of the Principled BSDF for each material are the same or simply copy one of the principled BSDFs and use it for all of the materials.
3. Normals problem - It may be that the normals of the body/eyes/mouth models are "split" [pointing in different directions which causes them to be shaded differently than each other].
To be honest, I do not know how to fix this issue without messing up the original object normals. You can try combining all the meshes together, then in edit mode select just the face, press m [for merge] and select 'by distance'. That should remove the overlapping vertices.
Hello! thank you for the response!
1.i checked the textures there seems to be another texture which is just half of the face not separated at all so im guessing id have to stack uvs or something
2. i tried giving them all the same values for specular, roughness etc but they still look mostly the same ):
3. i selected everything in edit mode and pressed shift N to recalculate the normals but nothing happened sigh
and lastly i did try to combine all the objects and merge the verts but this messed up the uvs and the eyes and mouth disappeared lol im guessing i just have to unwrap and fix the uvs manually ? idk
i forgot to mention there are two nodes in the shader editor that arent plugged to anything, theyre ambient and specular nodes. i tried to plug them into the bsdf shader but i couldnt notice a difference.
would the blend file help ? either way thank you so much for the response !!