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Posted

Okay so I followed the Unwrap UVW Hair Swap Tutorial to a tee. Now I got the Hair to import...but I'm running into problems like the Skin String Effect:

PnkB_zpsyz1sqodh.png

The Tore Up and tattered Shifter:

PnkA_zpsx6nitm4a.png

And don't get me Started on the Ghost of Punk's Hair's past:

PnkC_zpsr1j0fhc3.png

So my question is obviously...what's the cause? Anyone else experience this? Is it due to using the Hair from the Retro Punk Head? Is it a normals problem? Did I unwrap the UVW's wrong even though it rendered flawlessly in 3Ds Max after Scaling it?

 

Posted

Awesome! it looks like Punk is being haunted by the ghost of a dead toupee!

Posted

This happened to me as well.. where is the hair from? Is it converted from an older game? 

Posted

Never had this problem with a normal hair obj. This mostly happen when using caw hair or older games hair. Try to inject the model bones on the hair bones or just use another hair from a 13-16 

Posted

I've found that the hair models from SVR 2008 and '09 don't move about, they just tend to distort slightly depending on your container. SVR '11 hairs however will jump around regardless. Like bugsy said, though.. keep trying different hair containers. 

Posted

Ok i didnt know about the containers making a difference.

@Titan would you know why Jericho WWE13 hair has a lighting problem as soon as i add a jacket or a shirt ? 

Posted (edited)

Ok i didnt know about the containers making a difference.

@Titan would you know why Jericho WWE13 hair has a lighting problem as soon as i add a jacket or a shirt ? 

No idea mate.. But when it comes to hair, I don't bother UV Unwrapping or anything like that. What I do, is rename the original normal to h_normal (or something similar) and create a new 000A.pac with it included. Do the same for the color (h_color) and create a new 000C.pac. What you end up with is two colors and two normals. One for the hair, and one for the body. Then it's just a case of renaming color and normal in the YOBJ to h_color and h_normal, and injecting everything into the pach. That way, you don't need to mess about moving the hair around a texture, or UV Unwrapping. This might even fix your issue, as technically you're not doing anything to the hair. It doesn't always work (sometimes you have to compress and inject the texture archives) so it depends who you're modding I guess. It's the same for Arenas, occasionally it'll let you just inject a texture archive of any size with no issue

Edited by Titan83
Posted

Ah, I see. Yeah it's probably an issue with using the yobj from Punk's Superstar Head which is basically his 2009 Model. Also many thanks on the h_color and h_normal idea! Either way works but it's just determining which works better. So I'm gonna use a different hair, and get back to you on how it goes.

Thanks again,

-Rev.

 

Posted

Well, there you go, new note to self; Don't use hair from containers dating back before WWE '12 because it's all fixed and worked out now:

PunkNew_zpsxr4g64pl.png

Thanks a million guys for all the advice. Retro Punk has slayed the ghost!

Posted (edited)

Ok if it was from superstarhead then its a caw object so you could have just inject some bones from the model in it and change the values in hex for the shine 

Edited by bugsyboy
Posted

Looks awesome man, great work on that Punk! Glad you found a solution. :p 

  • 3 months later...
Posted

@Titan83 do you have a sample pac to show how you accomplish this?

Ok i didnt know about the containers making a difference.

@Titan would you know why Jericho WWE13 hair has a lighting problem as soon as i add a jacket or a shirt ? 

No idea mate.. But when it comes to hair, I don't bother UV Unwrapping or anything like that. What I do, is rename the original normal to h_normal (or something similar) and create a new 000A.pac with it included. Do the same for the color (h_color) and create a new 000C.pac. What you end up with is two colors and two normals. One for the hair, and one for the body. Then it's just a case of renaming color and normal in the YOBJ to h_color and h_normal, and injecting everything into the pach. That way, you don't need to mess about moving the hair around a texture, or UV Unwrapping. This might even fix your issue, as technically you're not doing anything to the hair. It doesn't always work (sometimes you have to compress and inject the texture archives) so it depends who you're modding I guess. It's the same for Arenas, occasionally it'll let you just inject a texture archive of any size with no issue

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