UV problem

Post » Sun Jan 30, 2011 7:37 am

I'm just begining to really make custom meshes, I did everything by trying and messing around in Blender. I'm trying to add chainmail to the back of a helmet, already done the mesh but the UV is kinda inverted, the outer part shows to the side I do not want it to. Pics are better than words I think (ignore the texture):

http://i165.photobucket.com/albums/u73/SamFisher338/Viking%20-%20Oblivion/NifSkope2011-01-1011-54-12-00.png
http://i165.photobucket.com/albums/u73/SamFisher338/Viking%20-%20Oblivion/NifSkope2011-01-1012-04-58-59.png
http://i165.photobucket.com/albums/u73/SamFisher338/Viking%20-%20Oblivion/blender.jpg

How can I invert the UVs? I actually know nothing about this stuff, so please help me out :wavey:
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Marcia Renton
 
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Joined: Fri Jan 26, 2007 5:15 am

Post » Sun Jan 30, 2011 12:55 pm

The UVs are not the problem it is the Normals --- you want to do one of 2 things either select those polys and then Flip Normals (so the faces of the polys face the opposite direction (doing this will mean they are see through in the other direction so probably not what you want) or in Nifskope (or Blender) make the polys double sided so that they show from both sides ( easy to do in Nifskope by selecting the objects Nitristrip - right click and do a block - Insert - Nis - Nistencil Property and click enter (the default for the added Nistencil property will already be set to draw both so that is all you should need to do.
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Nick Jase Mason
 
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Joined: Sun Jul 29, 2007 1:23 am

Post » Sun Jan 30, 2011 12:51 am

Many many thanks for this, you saved my life :bowdown: :celebration:

Now I must find a way to make the chainmail look good while also block the baldness of the character, since the helmet goes in the hair slot :ahhh:
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Lily
 
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Joined: Mon Aug 28, 2006 10:32 am


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