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Author Topic: How come...  (Read 756 times)

Offline daglob

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How come...
« on: February 03, 2018, 07:28:45 PM »
... some of the wireframes are really bizarre. Like Fusions's booted characters, such as Male Urban or Tommy has a Male Versatile mesh that the "shoulder flaps" cover more than the area of the texture. I have found a few others with minor or massive problems and used Nifscope to fix them when I could, but does anyone know why it happens?

I should probably ask this of one of the meshers, but does anyone around her now know?

Offline daglob

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Re: How come...
« Reply #1 on: January 13, 2019, 04:34:23 AM »
I'm bumping this up. I've seen several more meshes with crazy mapping lately. The Deadwarriors all seem to come from a single texture that overlaps itself, and they have fusionboots that have nonsensical wire maps. The spy car looks like it should have a mirrored layout but the sides overlap each end, and the bottom overlaps the top. Does anyone have an idea what causes this? Is there a cure, like maybe with Blender?

Offline Deaths Jester

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Re: How come...
« Reply #2 on: January 13, 2019, 04:49:21 AM »
I think it has to do with how 3dMax unwraps the mesh wireframes that folks mesh or at least I think so...
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Offline SickAlice

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Re: How come...
« Reply #3 on: June 03, 2019, 10:40:44 AM »
That pretty much. That and unwrapping used to be a bit less cumbersome. I've seen some pieces the same though and think they may have been done by hand in like Gmax or something back in the day. I know when I first tried modelling I made a lot of bad texture assignments like that. I fix them in Milkshape then reimport them myself whether into Blender or what not but I think Fusion stuff was off limits? But retexturing them is the cure anyways.