Garry's Mod

Garry's Mod

[UNSUPPORTED] Animal Crossing: New Horizons - Marshal PM, NPC, and Ragdoll
28 kommentarer
murlpup 10. okt. 2020 kl. 2:42 
I'm giving you 3 GOOD AWARDS, for doing such a great job!
TUNLIKE 8. sep. 2020 kl. 10:15 
search on google SSBU Leffen and u guys will see Marshal in the real life
catcraze777  [ophavsmand] 1. sep. 2020 kl. 7:03 
Yea, the vertex normals were different between meshes creating sharp edges and I found a tool to fix them. I'm too lazy to redo all of the gmod promos for 4 addons, it already took a while rolling out patches for all my models.
Pinkolol16 1. sep. 2020 kl. 2:09 
ah heckin i should read change logs more often
went to go check and they looked fine and then found out you fixed it.
goodie good. probably should fix the promos and the other villagers so this problem isn't apparent on them all
Pinkolol16 1. sep. 2020 kl. 2:03 
only thing i know about normals is to do with faces but since you're talking vertices, not sure. Also, I have blender 2.7 so i'm not sure how much help I'd be
normals can really only face one direction from what i know. maybe experiment a bit and see which way ends up working to remove a seam?
in 2.7 there's an option to flip normals, maybe 2.8 has something like that too somewhere. I'd suggest trying that out
catcraze777  [ophavsmand] 31. aug. 2020 kl. 9:52 
Update: I'm now confident that the model normals are causing the seams. The normals of vertices between the mouth, eyes, and body point in different directions, creating a sharp edge. Anyone know how to smooth model normals between two objects/meshes in blender 2.8?
catcraze777  [ophavsmand] 29. aug. 2020 kl. 23:17 
Yea, I realized he was referring to model normals after I left the comment. Those have to be fine in terms of direction because we can't see into the model and I didn't use nocull 1 on the mats. Yet again, I'm not very experienced with blender as I'm self taught for what I needed to do this, so I should probably still check them later. Also, I do know other models have seams too but its weird they aren't as easy to see.
Pinkolol16 29. aug. 2020 kl. 22:53 
they're still visible though on those models too. there's also a difference between model normals and normal/bump maps.
Just thought I'd chime in since I noticed this as well~
catcraze777  [ophavsmand] 28. aug. 2020 kl. 20:18 
Hmm, I'll have to look at that later. Want to take a break for the weekend. I did do some minor normal editing with the blue and alpha channels so the models would look right, but other than that they're still the original normal maps so I assumed it would work just fine. The other models don't have nearly as visible seams, which makes this strange.
Mister Prawn 28. aug. 2020 kl. 20:10 
For the bodygrouped faces, you'll want to make sure the proper normals are imported. That's what keeps the seams sealed.
Jupiter ♃ 28. aug. 2020 kl. 19:32 
Yeah, dude, anytime!
catcraze777  [ophavsmand] 28. aug. 2020 kl. 18:45 
Its alright, thanks for trying to help me with this, though. Its good to know others are willing to help out.
Jupiter ♃ 28. aug. 2020 kl. 18:20 
Ahhh...I usually just pick the default face/eyes and join them together. I don't work with body groups so that's all I got :c
catcraze777  [ophavsmand] 27. aug. 2020 kl. 21:16 
Its technically an edge. The eyes and mouth are and need to be separate meshes/smds in order for body groups to work correctly. They also are already separate like that in the game files anyway.
Jupiter ♃ 27. aug. 2020 kl. 21:10 
Huh! That's so strange. Is the seam an edge, or is it a gap in between the joined meshes?
catcraze777  [ophavsmand] 27. aug. 2020 kl. 7:19 
It helped with seams on the body before I released it but not these seams.
Jupiter ♃ 27. aug. 2020 kl. 0:39 
I don't suppose remove doubles helps any?
catcraze777  [ophavsmand] 25. aug. 2020 kl. 21:37 
Unfortunately, that is not what is causing the issue. I think it is due to how the eyes, mouth, and body are separately modeled objects and, as a result, can't be smoothed between. Just to double check, I tried this in blender just now and it did not help. Other AC:NH models that I and others have ported seem to have the same issue, but its much more noticeable here due to his lightly colored textures. Also, some models, including this, have double vertices after extraction that form clear lines that need to be fixed.
Jupiter ♃ 25. aug. 2020 kl. 20:56 
Yeah I had that same issue when I was doing my Smash Ultimate ports! If I'm right, then those seams are caused by certain edges on the mesh being marked "sharp." To fix this, select the whole mesh, go into edit mode, make sure all the edges of the mesh are selected, hit ctrl + E, and select "clear sharp." Now, any edge that was marked sharp (as indicated by a blue line) should be gone and your mesh should be smooth and seamless all around!
Ellie Godelia 24. aug. 2020 kl. 9:03 
you sir are a hero
geznervik 23. aug. 2020 kl. 16:32 
Ah yes, my favorite Squirrel. Now I can be him and rain hell upon the world with only 20 FPS at a time!
The Real Lobster Realism 23. aug. 2020 kl. 15:44 
After?
catcraze777  [ophavsmand] 23. aug. 2020 kl. 14:44 
I'm working on other stuff right now so idk.
The Real Lobster Realism 23. aug. 2020 kl. 13:57 
I'll give a model
catcraze777  [ophavsmand] 23. aug. 2020 kl. 9:52 
Probably not, I do almost no modeling when doing these ports, so I do not know how to create custom models. I've been ripping the models and textures directly from the game so I just have to reformat the textures and change some bone names or the bone weights.
The Real Lobster Realism 23. aug. 2020 kl. 8:25 
Can we get a really dumb spongebob for playermodels that looks rly sucky like maybe if ur not good at modeling (no effence) u can model it
llorT 23. aug. 2020 kl. 3:33 
YES