Custom head mesh texture is pure black [Solved]

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

Fri Sep 20, 2019 2:16 am

I'm trying to make a completely new head mesh for male and female humans that has a whole new plethora of sliders for shaping the face (around 120 sliders for both genders). The head works, the sliders work, the mesh is rigged correctly, but the textures are just pure black.

Now, I've seen other people with this black texture problem on weapons or clothing, but I haven't yet found a fix for my issue.
Here's what it looks like in game: https://i.imgur.com/EfDLUAV.jpg

And here are my uv maps in Blender: https://i.imgur.com/b7juVrC.jpg
I am not so familiar with Blender. I haven't found if there is an option to have a multi-tiling texture system like in 3ds Max, since Kenshi uses two different texture sets for the head and body. But, even still, the body has the correct texture, so I cant see why the head doesn't. The game automatically puts the head and body textures where they go, right?
Or, is there some hidden thing I dont know about that tells Kenshi which part of the mesh is the head and which part is the body?

To cover the bases, I have saved the diffuse map as "DXT5 ARGB 8 bpp | interpolated alpha" and the normal maps as "DXT5_NM XY 8 bpp | using DXT5". I use Photoshop. I also created a new "human_female_head_mask" to move the black bit to where the eyes on my new textures are.
The textures are also quite a bit larger than the originals, but the file size never caused a problem with the previous mod I started (making custom helmet that were Final Fantasy-esque heads). But, maybe it is a problem for the body textures? The new head textures are 18.7mb, where-as the original head textures in-game are 1.33mb.

Any help would be appreciated! I desperately want to get some attractive heads with more sliders in this game. It's aggravating that the one thing stopping me is the texturing, haha. Shouldn't that be the easiest part?
I hope I'm just being blind or stupid and it's an easy fix.
Last edited by xorte-renshe on Sat Sep 21, 2019 10:06 pm, edited 1 time in total.

someone
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Fri Sep 20, 2019 5:48 pm

The head uvs need to be in the tile above the body. See the template for reference.

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

Sat Sep 21, 2019 10:06 pm

Hey, thank you very much!
It wouldn't have even crossed my mind that it mattered which tile the uvs were on (minus using Max's multitile system).

It works perfectly now! Now all that remains is to get the sliders to have the proper limits so that all of the random characters created wont be horrible, malformed monsters (but still give the player the option to make horrible, malformed monsters) and to sync up the skin colour to the head colour!

https://i.imgur.com/EEYnTr2.jpg
https://i.imgur.com/6I8jvyB.jpg
https://i.imgur.com/OTCLPhd.jpg
^Apparently hair does not have backface culling like everything else in the game does. That is what the darker hair colour is: the reversed-normals version of the hair. So I can just get rid of that altogether. That makes it way easier to model hair the way I like to (which is the Final Fantasy Type 0 way, hence me using Sice's hair model to test the system). Of course, that way uses a lot of polygons, so perhaps it's not the most optimized way to make hair for Kenshi. So maybe I'll just make hair like the default ones. Either way, I'm glad this works! Eventually I'll be able to release this mod once I do the males. I dont know if I can include models form other games in mods (seems to not be a problem on the workshop with the Elder Scrolls and Nier models, but I dont know), so most likely Sice's hair wont be included in the final version.

I appreciate the help.

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