Tekken 6 face mesh help.
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- thePWA
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Tekken 6 face mesh help.
Sorry if the answer was posted somewhere else but how do you get rid of the ugly line that appears smack in the middle of Tekken 6 face/chest meshes?
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Re: Tekken 6 face mesh help.
Oh, it's teh evil black stripe of doom.
It only appears in XNALara afaik. The (face) texture gets mirrored on the model, but in the middle it shows a bit of the 'other side' of the texture for some stupid reason. So if the character has dark hair, you see a black stripe there. If the model is bald, you won't see anything, since the back of the head is flesh coloured too.
What you can do, is modify the face texture. Take a bit of the 'face' side (like a vertical bar), copy, mirror and then put it on the other side. If the head is covered by hair, you won't really see it. You also need to do this with the baked ambient occlusion map.
It only appears in XNALara afaik. The (face) texture gets mirrored on the model, but in the middle it shows a bit of the 'other side' of the texture for some stupid reason. So if the character has dark hair, you see a black stripe there. If the model is bald, you won't see anything, since the back of the head is flesh coloured too.
What you can do, is modify the face texture. Take a bit of the 'face' side (like a vertical bar), copy, mirror and then put it on the other side. If the head is covered by hair, you won't really see it. You also need to do this with the baked ambient occlusion map.
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Re: Tekken 6 face mesh help.
Worked beautifully.Love2Raid wrote:Oh, it's teh evil black stripe of doom.
It only appears in XNALara afaik. The (face) texture gets mirrored on the model, but in the middle it shows a bit of the 'other side' of the texture for some stupid reason. So if the character has dark hair, you see a black stripe there. If the model is bald, you won't see anything, since the back of the head is flesh coloured too.
What you can do, is modify the face texture. Take a bit of the 'face' side (like a vertical bar), copy, mirror and then put it on the other side. If the head is covered by hair, you won't really see it. You also need to do this with the baked ambient occlusion map.
Thanks for the tip.
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Re: Tekken 6 face mesh help.
who's the nerdy girl? that a tekken model?
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Re: Tekken 6 face mesh help.
Julia Chang alternate costume. Actually found a big pack linked from TRF full of the alternates (a few had been ported already).semory wrote:who's the nerdy girl? that a tekken model?
Nerd is the new sexy
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Re: Tekken 6 face mesh help.
Looking good!!
- MisterHentai
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Re: Tekken 6 face mesh help.
Me love Julia!
Though that picture above makes her look liek she has Asian teeth syndrome.
Though that picture above makes her look liek she has Asian teeth syndrome.
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Re: Tekken 6 face mesh help.
Finally, someone took up my old models^^
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Re: Tekken 6 face mesh help.
Kinda what you'd expect from someone named Julia CHANG LOL jkMisterHentai wrote:Me love Julia!
Though that picture above makes her look liek she has Asian teeth syndrome.
On another note... not sure if this one was already ported but I am just wondering is there a workaround/fix for some of the tekken 6 chest and arm meshes? Some are separate meshes and have big noticeable lines where they connect...
...and I hate skirts. They are very hard to pose.
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Re: Tekken 6 face mesh help.
(you should make her lightmaps on legs white so there isn't this shadow when you pose them..just a hint though)
There are two ways to fix that.
The easier way would be 3ds max but i don't know if you have it?
The other way is combining all textures to a single big one and then combine all meshesin blender and edit the UV. It ain't that hard if you leave the textures in proportion. (if you have two 512x512 textures create a new image that is 1024x512, put both 512 ones on them and use exact values in UV edit in blender (would be s,x, 0.5 and for one texture g,x,512) the UV would need to base around the 2d cursor wich shouldn't be altered then)
I can explain that more in detail if you want xD guess it's messy to read
There are two ways to fix that.
The easier way would be 3ds max but i don't know if you have it?
The other way is combining all textures to a single big one and then combine all meshesin blender and edit the UV. It ain't that hard if you leave the textures in proportion. (if you have two 512x512 textures create a new image that is 1024x512, put both 512 ones on them and use exact values in UV edit in blender (would be s,x, 0.5 and for one texture g,x,512) the UV would need to base around the 2d cursor wich shouldn't be altered then)
I can explain that more in detail if you want xD guess it's messy to read