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Texture Blending Issue
#1
Hello, im new to blender and 3D things so theres probably an easy fix for this but the issue is with these persona 4 models. 

Im trying to fix the texture clashing with the face. the eyes and mouth are separate objects with their own textures.

and as you can see the mouth and eyes dont blend with the face texture at all so is there anyway i can fix this?

i was thinking just taking the texture to photoshop and blending them manually but im wondering if im just overlooking something as im fairly new to blender anyway any help is appreciated !


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#2
It may be a texture problem, or a materials problem, or a problem with the meshes' normals.

1. Texture problem - Check to see if each texture looks like they go together. Same skin tone for example.

2. Materials problem - It may be that the body/eyes/mouth materials have different properties [such as more specular, different roughness, etc] that cause them to clash with each other. Check to see if the values of the Principled BSDF for each material are the same or simply copy one of the principled BSDFs and use it for all of the materials.

3. Normals problem - It may be that the normals of the body/eyes/mouth models are "split" [pointing in different directions which causes them to be shaded differently than each other].

To be honest, I do not know how to fix this issue without messing up the original object normals. You can try combining all the meshes together, then in edit mode select just the face, press m [for merge] and select 'by distance'. That should remove the overlapping vertices.
Hey, I'm Jasper! I am an avid model ripper, I also like Splatoon and Vocaloid.

Currently ripping from: Project Sekai, Genshin Impact
[Image: Untitled.png]
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#3
(11-21-2022, 05:23 AM)Jasper7438 Wrote: It may be a texture problem, or a materials problem, or a problem with the meshes' normals.

1. Texture problem - Check to see if each texture looks like they go together. Same skin tone for example.

2. Materials problem - It may be that the body/eyes/mouth materials have different properties [such as more specular, different roughness, etc] that cause them to clash with each other. Check to see if the values of the Principled BSDF for each material are the same or simply copy one of the principled BSDFs and use it for all of the materials.

3. Normals problem - It may be that the normals of the body/eyes/mouth models are "split" [pointing in different directions which causes them to be shaded differently than each other].

To be honest, I do not know how to fix this issue without messing up the original object normals. You can try combining all the meshes together, then in edit mode select just the face, press m [for merge] and select 'by distance'. That should remove the overlapping vertices.

Hello! thank you for the response! 

1.i checked the textures there seems to be another texture which is just half of the face not separated at all so im guessing id have to stack uvs or something
2. i tried giving them all the same values for specular, roughness etc but they still look mostly the same ):
3. i selected everything in edit mode and pressed shift N to recalculate the normals but nothing happened sigh 

and lastly i did try to combine all the objects and merge the verts but this messed up the uvs and the eyes and mouth disappeared lol im guessing i just have to unwrap and fix the uvs manually ? idk 

i forgot to mention there are two nodes in the shader editor that arent plugged to anything, theyre ambient and specular nodes. i tried to plug them into the bsdf shader but i couldnt notice a difference.

would the blend file help ? either way thank you so much for the response !!
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#4
I'd be happy to take a closer look at the issue.
Hey, I'm Jasper! I am an avid model ripper, I also like Splatoon and Vocaloid.

Currently ripping from: Project Sekai, Genshin Impact
[Image: Untitled.png]
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#5
(11-21-2022, 03:31 PM)Jasper7438 Wrote: I'd be happy to take a closer look at the issue.

ty so much! ill attach the blend file but im not sure if the model will come with it im a noob sorry! but ill link you to the model anyway! 

MODEL LINK - https://www.models-resource.com/playstat...del/15350/

BLEND FILE - https://drive.google.com/drive/folders/1...share_link
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#6
First, your .Blend file does not include textures because the textures are on your computer and not mine. To fix this issue, you can pack textures in with your .Blend file.

[Image: image.png]

Second, I was able to fix the issue using the "merge vertices" method I mentioned previously.

[Image: image.png]



Here is how I did it.

First, you have to combine the model parts together. You said the UVs got messed up when combining the model parts together. This is because the UV maps for each model part are named differently. All you have to do is rename each model's UV map to the same thing and you will be able to combine them without the UVs messing up.

[Image: image.png]

The model should now look like this.

[Image: image.png]

2nd, you have have to combine the split vertices together. To do that, go into edit mode and press "3" on the numpad to switch to the side view. Toggle "X-Ray" so you can select through the model. Select the front of the face then press "M" [for "merge"] and select "By Distance". This connect all of the separated vertices and fix the shading issues.

[Image: image.png?width=619&height=593]
Hey, I'm Jasper! I am an avid model ripper, I also like Splatoon and Vocaloid.

Currently ripping from: Project Sekai, Genshin Impact
[Image: Untitled.png]
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#7
(11-21-2022, 06:30 PM)Jasper7438 Wrote: First, your .Blend file does not include textures because the textures are on your computer and not mine. To fix this issue, you can pack textures in with your .Blend file.

[Image: image.png]

Second, I was able to fix the issue using the "merge vertices" method I mentioned previously.

[Image: image.png]



Here is how I did it.

First, you have to combine the model parts together. You said the UVs got messed up when combining the model parts together. This is because the UV maps for each model part are named differently. All you have to do is rename each model's UV map to the same thing and you will be able to combine them without the UVs messing up.

[Image: image.png]

The model should now look like this.

[Image: image.png]

2nd, you have have to combine the split vertices together. To do that, go into edit mode and press "3" on the numpad to switch to the side view. Toggle "X-Ray" so you can select through the model. Select the front of the face then press "M" [for "merge"] and select "By Distance". This connect all of the separated vertices and fix the shading issues.

[Image: image.png?width=619&height=593]

....you are the absolute best. youve taught me so much in just these short responses thank you so much!!!
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