#blender hair
1 messages · Page 1 of 1 (latest)
You need to be in edit mode first
then you change the transformation orientation
(well, you don't need to be in edit mode to change that, actually)
I can't get into normal mode, even in edit mode
the option isn't there
let me switch to 3.5, 3.6 has been scuffed ever since I got it
I'm already in 3.5 with the same model, it shows in 3.5 but in 3.6 it goes straight from local to gimbal
Interesting. I'm using 3.5; I wonder if it got renamed or moved.
I'll have to look at 3.6
anyway, here's what I did
edit mode, normal orientation
select all hair edges
E to extrude
X to lock to the normal X-direction
move the mouse a bit
your keybinds aren't original then
they're pretty standard
x is delete for me
X after starting the extrude operation
X/Y/Z will lock you onto an axis when doing something that involves moving the mouse
shift-X/Y/Z will lock the other two axes
it still shouldn't be this difficult, tons of particle hair is in unity projects, there has to be a better way than fattening it
I am not familiar with how this is done (somehow, despite being a furry)
i've mostly seen it done through shaders or through big blocks of hair
I just need to add fur to this ugly taidum tail because the maker added fins as part of the shape rather than on top of it
i thought that was a taidum, haha
and it's impossible to smooth out fully
well it's some headway at least, hides the bumpiness from the fin
do you just need to separate one part from the rest of the mesh?
i just don't get how this has anything to do with putting fur on it
I can't smooth it perfectly, fur hides the smoothing because the fin is the bane of my existence right now
maybe show me a picture of what the problem looks like?
fin smoothed down
it's too oddly shaped to get a good smooth finish without spending way longer than I should for a 100 dollar comm
is the fin supposed to be able to come out of the tail?
and the fin deleted
no it's not
it's part of the tail but it ruins versatility for the model
so the tail is a tube
and some of the tube's faces are a different material to make a fin?
i don't see why you can't just change the material back; maybe it's not obvious from the screenshots
in the end it makes a SLIGHTLY cleaner edge at the risk of destroying versatility
wdym
I'm just not getting a clear picture of the geometry. maybe you could share the tail mesh?
I bet you can completely remove the fin cleanly
it's huge
ooh, okay, that makes more sense
you have a blendshape that makes the fin retract
and that winds up with weird normals/geometry density
except I can't smooth it
I'm not gonna pretend im good at blender, I loathe it. couldnt even do the tutorial bc it's all ridiculous videos
I do a fair bit of Blender work (just shy of full character modeling, because I'm terrible at art)
I wouldn't mind clipping it off for you. Wouldn't take more than a few minutes.
the only hard part would be re-weighting the new geometry and fixing the UVs
Do you know a way to do it smoothly?
It looks like you'd need to create two lines of quads along the gap
then we're left with a flat center and back to the beginning, but also the ridge before the fin is another thing to delete
@stark cargo know a good way to close a giant hole? could just replace the tail
alr tried the blender discord again, got ignored again I swear that place sucks. @stark cargo figured it out, just need to know if its possible to move vertices in opposite directions evenly so I can spike it out like the body
turning on the X-axis mirror would help with that