R7CrazyCanucks Posted Friday at 06:19 PM Author Posted Friday at 06:19 PM UPDATE: I found the solution to fixing the direction of the inverted faces without losing any of the normals! I selected the parts of the model that have backwards winding because of the tri strip triangles, separated them from the whole mesh, duplicated them and keeping them in the exact same spot as the separated mesh. flipped the direction of the separated mesh, add the "Data Transfer" modifier to the separated mesh, checked "Face Corner Data" and "Custom Normals", set the source object to the duplicated mesh, apply, and then delete the duplicated mesh and join them back together. Doing this properly fixes the direction of the original vertex and face normals (blue lines) without tampering with the vertex-per-face normals! (magenta lines) In addition, I can also use the "rapi.rpgSetOption(noesis.RPGOPT_TRIWINDBACKWARD, 1)" function in the Noesis script to help me find where the inverted faces are located at. And after putting all of the mesh together, adding the materials, fixing the normals and UVs of the shiny parts on Toko's outfit, fixing the inverted faces and removing all the doubles in Blender, here we have her full body mesh restored! Now it's really going to be doable for me now! Now all that's left is to figure out the VU0 model format the character's faces in the f#.vug files and the vug files for Sista and that's it!
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