Custom models have odd transparency issue - layered meshes, apparently [Mostly solved]

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xorte-renshe
Posts: 3
Joined: Thu Jun 06, 2019 7:02 am

Thu Jun 06, 2019 8:38 am

While I have passable skill with 3DS Max, I am a beginner with Blender, so forgive my ignorance with the software.

I've tried importing hair models from Final Fantasy Type 0 HD into the game, but because the hair has duplicates of the polygons, one with normals reversed (to allow for backface culling, I would imagine), it causes a weird effect in Blender and in-game.

Here's what I saw in-game, and it also happens with at least one Dynasty Warriors 8 Empires hair (tried it with Cao Pi): https://i.imgur.com/bWe4bBq.jpg
I guess DW8E hair has the same style of poly-on-poly action.

Without backface culling selected in Blender, it looks fine, but with it on, it looks like this: https://i.imgur.com/eHVYvie.jpg

Here's an example of how it looks in 3DS Max with normals activated: https://i.imgur.com/c3YV1EX.jpg

The primary problem is that the model of the hair is a single mesh. I cant figure out how to easily grab only one of the sides.
If I were to just delete one of the sides, causing only one instance of each polygon, then that would just make it transparent on one side in-game, as backface culling is on by default, it seems, and I dont know if I can deactivate it for certain models.
I also thought that perhaps I could just slightly move one of the sides so that the duplicate polygons aren't perfectly overlapping. However, the issue of not being able to easily grab them comes back. In the UVW map, I can easily select all of the faces that I would WANT to deal with, but I dont know if it is possible to transfer the selection made in the UVW map to the editable mesh.

So, for example, the highlighted ones are all of the duplicates. Easy to select with UVW Unwrap's menu in Max: https://i.imgur.com/wAVNg0Z.jpg

Is there a way to keep the polygons I have selected from UVW Unwrap so that I can actually edit or delete those polygons?

Or, is there a way to cause the model not to randomly make polygons transparent when meshes overlap? I've never encountered this before, and the exact same models can be imported into other games just fine. For example, I make a lot of Shogun 2 Total War mods, and I've put in pretty much all of the FF Type 0 HD heads and hair into that game and they work as they are supposed to. I initially thought it was just a problem with Kenshi, but because Blender also shows the problem, I'm at a loss.

When things work as they're supposed to, the results are wonderful: https://i.imgur.com/s8sSruq.jpg

Any help would be greatly appreciated!


Also, I'm importing the heads and hair as helmets. Thanks to that, I would like to increase the slider limits in the character editor to make the heads smaller so that the "helmet heads" dont look too big. Couldn't find an option for that in the FCS, but I know it is possible since I found two mods on the workshop that increase the limits for breast size. I downloaded one and will look into how they made it to see if I can apply the same tactic to head size.
By the way, I enjoy the system that this engine uses for textures. Having the alpha channel on the diffuse maps be used for gloss is nicer than having a separate map for the file-size's sake. Using white on the alpha for the hair and eyes makes some pretty cool effects.


============Update===========
So, to test it out, I took Gladio's head from FFXV and put it into the game. Now, the hair in FFXV is only one-sided, and the models do not have backface culling active in FFXV. So, when I put it into Kenshi, as I expected, there IS backface culling, as so only one side of the hair is visible: https://i.imgur.com/Bt4UD2t.jpg

I went and I duplicated his hair, then flipped the normals on the copy so that it would overlap with the original exactly, just like how FFT0's hair is, and sure enough, it caused the same visual glitch, once again: https://i.imgur.com/1bAfXCo.jpg

But, my theory of taking the reversed side and simply moving it slightly so that the polys dont exactly overlap worked! I did that with Gladio's reversed-normal hair copy, just moving it down .001 of a degree on the z-axis, and the glitch is gone! Plus, now the backside of Gladio's hair is perfectly visible in-game, finally: https://i.imgur.com/oxrM9Lv.jpg

Now, I just need a way to grab only the polys I want to from the FFT0 hair. Again, if there is a way via the uv map selection, that'd be the easiest, I would think.

P.S., Gladio's head really fits well with this game: https://i.imgur.com/F2MuJ2J.jpg

===========Update #2==========
Hey, hey! I finally found a way to make the selection from the UV editor stay so I can manipulate only those faces/polys. With the Edit Poly modifier in Max, there is a Use Stack Selection option that allows me to just edit the selections from modifier layers under the Edit Poly one. Sure enough, I was able to move the reversed polys of Sice's hair down .001, and it is fixed!
https://i.imgur.com/u88qA8e.jpg
However, that doesn't fix everyone, as some other characters, like Queen, dont have their hair so easily segmented in the UV editor. So, I cant really do the same principle for those characters.

I still dont know why Blender and Kenshi's engine have this issue when others dont. If there is a way to turn that off in Kenshi, then that'd be nice for the hair I cant fix.

Also, I haven't yet looked into how to make the character editor slider limits larger, so that's my next mission.
I guess also making the lightest skintone lighter would be good, since the default is darker than Sice's head.

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