![]() |
![]() |
#121 | |
Historian
Join Date: Sep 2018
Location: Brazil
Posts: 458
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#122 |
Historian
Join Date: Jan 2004
Location: Surrey
Posts: 274
|
![]()
Good evening
Is there a way to set in Blender the faces that are "Double side" (like the eyelashes) so they were marked as such when I import the mesh? ![]() (Right now I need to re-texture those pieces when I re-import the head).
__________________
Living and Left :) |
![]() |
![]() |
![]() |
#123 |
Archaeologist
Join Date: Aug 2010
Posts: 1,631
|
![]()
You don't need to retexture them.
Just untick "Texture" and "Sheen" checkboxes in editing tools and make sure you have same blend mode selected as your eyelashes (I guess it's "Normal" blend mode). Then just click and drag your mouse across all eyelashes. Double-sided attrib will be applied without applying texture and sheen attributes. |
![]() |
![]() |
![]() |
#124 |
Historian
Join Date: Jan 2004
Location: Surrey
Posts: 274
|
![]()
Ohm, definitely faster than what I was doing, thank you.
![]()
__________________
Living and Left :) |
![]() |
![]() |
![]() |
#125 |
Historian
Join Date: Jan 2004
Location: Surrey
Posts: 274
|
![]()
Hii.
Any idea about how to avoid the clipping of the objects when the camera goes far away? ![]() When Is close ![]() When Is getting far. ![]() This is the depth of the joint boards I have tried to make them thicker, (like the tripple of that image depth) but the problem keep happening. No I'm trying to cut only those areas behind the joints boards to avoid the overlapping, it works, but this is increasing quickly my polycount so I wanted to ask if any of you know about this issue. I wanted to share the door in Trsearch, but I got doubius if sharing it with such... "bug" or with the 635 vertices? ![]()
__________________
Living and Left :) Last edited by adngel; 24-11-21 at 21:21. |
![]() |
![]() |
![]() |
#126 |
Unverified User
Join Date: Jan 2008
Location: Deutschland
Posts: 5,140
|
![]()
You can play around with WorldFarView= script entry. 127 as a value usually reduces z fighting.
What I recommend though is simply making the parts where they overlap transparent via texture. |
![]() |
![]() |
![]() |
#127 |
Student
Join Date: Mar 2012
Location: France, Paris area
Posts: 204
|
![]()
Another solution would be, I believe, to merge the two objects into one, so that the vertices would be joined. I believe Blender has a function for that as well.
|
![]() |
![]() |
![]() |
#128 |
Hobbyist
Join Date: Nov 2021
Posts: 10
|
![]()
Anyone have the mqo_script_268?
|
![]() |
![]() |
![]() |
#129 |
Historian
Join Date: Jan 2004
Location: Surrey
Posts: 274
|
![]()
No, I don't recall that script, the one I've got is the blender_mqo from sapper, (https://github.com/nutti/blender-mqo/releases) but now with WadTool accepting fbx and obj, I'm not using mqo anymore.
__________________
Living and Left :) |
![]() |
![]() |
![]() |
#130 |
Archaeologist
Join Date: Feb 2008
Posts: 1,084
|
![]()
I've uploaded the script to mediafire, just in case. There might still be the odd situation where this is exactly what one needs.
![]() https://www.mediafire.com/file/5aee3...t_268.zip/file |
![]() |
![]() |
![]() |
Thread Tools | |
|
|