Garry's Mod

Garry's Mod

[UNSUPPORTED] Animal Crossing: New Horizons - Marshal PM, NPC, and Ragdoll
28 Comments
murlpup 10 Oct, 2020 @ 2:42am 
I'm giving you 3 GOOD AWARDS, for doing such a great job!
TUNLIKE 8 Sep, 2020 @ 10:15am 
search on google SSBU Leffen and u guys will see Marshal in the real life
catcraze777  [author] 1 Sep, 2020 @ 7:03am 
Yea, the vertex normals were different between meshes creating sharp edges and I found a tool to fix them. I'm too lazy to redo all of the gmod promos for 4 addons, it already took a while rolling out patches for all my models.
Pinkolol16 1 Sep, 2020 @ 2:09am 
ah heckin i should read change logs more often
went to go check and they looked fine and then found out you fixed it.
goodie good. probably should fix the promos and the other villagers so this problem isn't apparent on them all
Pinkolol16 1 Sep, 2020 @ 2:03am 
only thing i know about normals is to do with faces but since you're talking vertices, not sure. Also, I have blender 2.7 so i'm not sure how much help I'd be
normals can really only face one direction from what i know. maybe experiment a bit and see which way ends up working to remove a seam?
in 2.7 there's an option to flip normals, maybe 2.8 has something like that too somewhere. I'd suggest trying that out
catcraze777  [author] 31 Aug, 2020 @ 9:52am 
Update: I'm now confident that the model normals are causing the seams. The normals of vertices between the mouth, eyes, and body point in different directions, creating a sharp edge. Anyone know how to smooth model normals between two objects/meshes in blender 2.8?
catcraze777  [author] 29 Aug, 2020 @ 11:17pm 
Yea, I realized he was referring to model normals after I left the comment. Those have to be fine in terms of direction because we can't see into the model and I didn't use nocull 1 on the mats. Yet again, I'm not very experienced with blender as I'm self taught for what I needed to do this, so I should probably still check them later. Also, I do know other models have seams too but its weird they aren't as easy to see.
Pinkolol16 29 Aug, 2020 @ 10:53pm 
they're still visible though on those models too. there's also a difference between model normals and normal/bump maps.
Just thought I'd chime in since I noticed this as well~
catcraze777  [author] 28 Aug, 2020 @ 8:18pm 
Hmm, I'll have to look at that later. Want to take a break for the weekend. I did do some minor normal editing with the blue and alpha channels so the models would look right, but other than that they're still the original normal maps so I assumed it would work just fine. The other models don't have nearly as visible seams, which makes this strange.
Mister Prawn 28 Aug, 2020 @ 8:10pm 
For the bodygrouped faces, you'll want to make sure the proper normals are imported. That's what keeps the seams sealed.
Jupiter ♃ 28 Aug, 2020 @ 7:32pm 
Yeah, dude, anytime!
catcraze777  [author] 28 Aug, 2020 @ 6:45pm 
Its alright, thanks for trying to help me with this, though. Its good to know others are willing to help out.
Jupiter ♃ 28 Aug, 2020 @ 6:20pm 
Ahhh...I usually just pick the default face/eyes and join them together. I don't work with body groups so that's all I got :c
catcraze777  [author] 27 Aug, 2020 @ 9:16pm 
Its technically an edge. The eyes and mouth are and need to be separate meshes/smds in order for body groups to work correctly. They also are already separate like that in the game files anyway.
Jupiter ♃ 27 Aug, 2020 @ 9:10pm 
Huh! That's so strange. Is the seam an edge, or is it a gap in between the joined meshes?
catcraze777  [author] 27 Aug, 2020 @ 7:19am 
It helped with seams on the body before I released it but not these seams.
Jupiter ♃ 27 Aug, 2020 @ 12:39am 
I don't suppose remove doubles helps any?
catcraze777  [author] 25 Aug, 2020 @ 9:37pm 
Unfortunately, that is not what is causing the issue. I think it is due to how the eyes, mouth, and body are separately modeled objects and, as a result, can't be smoothed between. Just to double check, I tried this in blender just now and it did not help. Other AC:NH models that I and others have ported seem to have the same issue, but its much more noticeable here due to his lightly colored textures. Also, some models, including this, have double vertices after extraction that form clear lines that need to be fixed.
Jupiter ♃ 25 Aug, 2020 @ 8:56pm 
Yeah I had that same issue when I was doing my Smash Ultimate ports! If I'm right, then those seams are caused by certain edges on the mesh being marked "sharp." To fix this, select the whole mesh, go into edit mode, make sure all the edges of the mesh are selected, hit ctrl + E, and select "clear sharp." Now, any edge that was marked sharp (as indicated by a blue line) should be gone and your mesh should be smooth and seamless all around!
Ellie Godelia 24 Aug, 2020 @ 9:03am 
you sir are a hero
geznervik 23 Aug, 2020 @ 4:32pm 
Ah yes, my favorite Squirrel. Now I can be him and rain hell upon the world with only 20 FPS at a time!
The Real Lobster Realism 23 Aug, 2020 @ 3:44pm 
After?
catcraze777  [author] 23 Aug, 2020 @ 2:44pm 
I'm working on other stuff right now so idk.
The Real Lobster Realism 23 Aug, 2020 @ 1:57pm 
I'll give a model
catcraze777  [author] 23 Aug, 2020 @ 9:52am 
Probably not, I do almost no modeling when doing these ports, so I do not know how to create custom models. I've been ripping the models and textures directly from the game so I just have to reformat the textures and change some bone names or the bone weights.
The Real Lobster Realism 23 Aug, 2020 @ 8:25am 
Can we get a really dumb spongebob for playermodels that looks rly sucky like maybe if ur not good at modeling (no effence) u can model it
돌아가는 새우 23 Aug, 2020 @ 3:33am 
YES