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Wha' hoppen part 2...

Started by daglob, June 26, 2015, 06:04:27 PM

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daglob

I was trying my nascent blender skills out and when I moved a vertex, it looked like I pulled the skin off the mesh. How do you prevent this?

SickAlice

Bumping this more or less because it looks neglected. What do you mean " off "? Without knowing more two things popped to mind, one is when vertices are pulled away the texture mapping remains the same, as a result texture can often look " stretched " at that point, as if it's smeared moreso. The right solution is to remap the model but of course that means remapping the whole body which of course you won't want to do. The second is to keep track of where the vertice is on the texture and which face (space between the vertices of course) has been effected. Then when you texture it use a bit of trial and error and texture that one spot so it isn't uniform but rather is textured to match " the stretch " if that makes any sense. The other bug I can think of is if you pulled a vertice that was behind another in front of it. Often that causes the backside of the face to show front. The best method there is to not do that as the solution (that I know of anyways) is to flip the faces which will fix that one spot but result in all the rest of the faces being messed up.

daglob

It looked like I could see inside the mesh. I realize that you can see "through" the mesh to the other side in Blender; this wasn't it. It looked like the skin separated from the surface. If it happens again, I'll do a screenshot.

SickAlice

There's a chance the vertices of the mesh were not welded together so when you pulled on them you made a run in the seam. My Moloids are like that in the eyes. A few of the models I swapped in from elsewhere are also unwelded.