To get rid of them invert the selection ( Ctrl+ I) and delete them with X > Vertices. Now you should have selected everything except the tiny loose islands floating around the neck. A curl still will be separated but that's nothing to worry about.Ĭlear the selection ( Alt+ A) and select the head's mesh by hovering the mouse over the mesh and Select Linked ( L). Select everything ( A), and do a M > Merge by Distance to get rid of duplicated vertices and connect (almost) all mesh parts. The head should be blue after you flipped the normals. ![]() You can check the result with the Face Orientation overlay. It will flip only a part of the faces and mess it up. Note: The Recalculate Outside command in this menu does not work for your head. Select the head, go to Edit mode ( Tab), select everything ( A), and use Alt+ N > Flip (or the menu entry Mesh > Normals > Flip). After simplifying the mesh, you still need to transfer the textures with Texture Baking.įlip the normals because the mesh is inside-out. Or do a quick and dirty remesh with Instant Meshes (not good for facial expressions). there are no facial expressions and no eye and mouth movements.Ī common workflow for smoother work on the animations is to do a so-called retopology of the mesh or use a base mesh and just remodel the hair. ![]() In this case, it will work in spite of this, because the head is only moved and not deformed, i.e. This is not ideal for animation because it has a lot of geometry (=a lot to compute, which can slow down the work in the viewport) and the mesh is very messy. Side note: The head looks like a 3D scan. Since there are no weights, nothing happens. The weights tell Blender how much influence each bone has on the mesh. The head does not follow the body because it has no weights in the vertex groups.
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