| Search this Thread |
|
|
|
|
blowme
Original Poster
Test Subject
Join Date: Jan 2012 |
Hiya ppl. My question, how can i make a face 2 sided in milkshape3d 1.8.5 Im making a open dress for my sims from a basic sim 3 mesh. And with the dress being open you can see the inside of it, but the faces inside the skirt dont show anything in game. Have been googling/tutorial hunting and searching the forum for a answer, but no luck so far. Only thing i found was the Torque DTS exporter plugin, but cant find a way to make that work for my caspart skirt. PS bout my name, when i created this account i think i had a bad day lol so nvm my that
|
|
|
Last edited by blowme : 18th Apr 2012 at 07:22 PM.
|
|
|
#2 |
|
Morphead
Forum Resident
Join Date: Jul 2006 |
A 2-sided face is really 2 separate faces occupying the same space. Duplicate the faces you want shown inside then reverse them. Be careful when mapping as it's easy to forget about them and have undesirable outcomes. |
|
|
|
|
|
#3 |
|
CmarNYC
Ms. Byte
Join Date: Jul 2009 |
Select the faces you need to show inside, Click Edit / Duplicate Selection, Leaving the duplicated faces still selected, click Face / Reverse Vertex Order, Still leaving those faces selected: Be sure to uncheck Autosmooth when you're done. You may have to move your new inner faces slightly inside the outer ones for them to show properly. Also as Morphead says, you'll have to UV map them in a separate place for the texture to look right. Last, in the Groups tab select both your original mesh and the duplicate you created with your inside faces, and click Regroup to group them into one mesh. |
|
|
Last edited by CmarNYC : 19th Apr 2012 at 02:11 PM.
|
|
|
#4 |
|
blowme
Original Poster
Test Subject
Join Date: Jan 2012 |
Thanks so much both, really happy didnt know how to continue anymore. Ill be working with it and will tell and show as soon as iv got it figured out
|
|
|
|
|
|
#5 |
|
blowme
Original Poster
Test Subject
Join Date: Jan 2012 |
It worked perfectly did it step by step. indeed a bit of scaling and movingfor the right fit and the basic is done now ![]() Something i encounterd i wonder about, The UV map size it is not allowed to change? The dress barely fit the UV map, btw i downloaded my UV map which came with the frankesteining tutorial, looks like a basic blue 1024* bmp to me, i read somewere that a UV map has te be 1024*, but is there a way around it to give more space on a UV map? PS here is the picture, figured im gonna use it as a belt. I aint so handy yet that i could do it on a full bottom mesh. |
|
|
|
|
|
#6 |
|
CmarNYC
Ms. Byte
Join Date: Jul 2009 |
The UV map size is kind of irrelevant - the coordinates of each point are between 0.0 and 1.0, and that gets scaled into whatever size your texture image is. Clothing textures are usually 1024 x 1024 and accessory textures are usually 512 x 512 but I think you can use a bigger size if you want - worth a try anyway. That could have an impact on resources required by the game and therefore game speed, of course. |
|
|
|
|
|
#7 |
|
blowme
Original Poster
Test Subject
Join Date: Jan 2012 |
ah ok, maybe i try that out in future, for now it works yes thx^^ |
|
|
|
|
|
#8 |
|
blowme
Original Poster
Test Subject
Join Date: Jan 2012 |
Another thing came up Deleted and remade my mesh, and found out the autosmooth makes that seam. Googled a bit again, and only thing i could find for it was either dont use autosmooth or some exporting the mesh to fix the seam in another program and import it again. Is there any way to prevent the seam appearing, or fixing it? |
|
|
|
|
|
#9 |
|
BloomsBase
|
Do not use autosmooth. ![]() When you want to alligne the normals you can use Demon's alligne normals tool. http://www.modthesims.info/showthread.php?t=139859 There are a few nifty tools made for Milkshape, here is another one: http://www.modthesims.info/showthread.php?t=301473 And ofcourse Wes his merge tools: http://www.modthesims.info/showthread.php?t=398865 |
|
|
|
|
|
#10 |
|
CmarNYC
Ms. Byte
Join Date: Jul 2009 |
Yeah, autosmooth is really not a good thing to use since it smooths every meshgroup whether you want it to or not. Smoothing of those new faces is needed to fix the normals, which are facing the wrong way after you reverse the vertex order. I really didn't pick the best way to do that. To use the Align Normals which is Bloom's first link: select the vertices along the seam and click Vertex / Align Normals. That should smooth out your seam but it's possible autosmooth messed up elsewhere in the mesh and you might notice things like strange lighting in the skirt. The second tool Bloom mentions (which I was not aware of - thanks, Bloom!) should also work in this situation since it can smooth only the selected faces. Actually I think Align Normals does the same thing, not sure how or if they're different. So in the procedure above instead of doing the whole smoothing groups Assign with Autosmooth thing you can just use Vertex / Cat's Normal Smoother or Align Normals with only the new faces selected. Another but more tedious possibility would be to autosmooth, delete the main skirt meshgroup, and reimport it again. |
|
|
Last edited by CmarNYC : 19th Apr 2012 at 02:06 PM.
|
|
|
#11 |
|
blowme
Original Poster
Test Subject
Join Date: Jan 2012 |
This is great thx bloom/cmar, now i can do some stuff with logic in it again. Have been grouping/welding/duplicating and who knows what more to get it working. Was able to get it in the game with both inside and the outside showing, but the texture was completly mangled. Though dit learn quite a bit from doing that, this should keep me going way better.
|
|
|
|
![]() |

Have an opinion? Of course you do!

Twitter
del.icio.us
StumbleUpon
Google