Only the interior vertices should have 'Smooth' show up
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Press Ctrl-I to invert the selection, so now everything but the vertices along the edges will be selected. In my case, i had to first do this for the cheek edges, then i had to shift-select an edge along the neck to make sure i grabbed all the edges. This will select most of the other edges along the seam. Select an edge along the face seam, then go to Select -> Select Loops -> Edge Loops. This means, that we will change the WeightedNormal modifier to only modify vertices not at the edge. So, the recalculated normals will simply not work at the edge. Remember that the face has seams between all the different faces meshes. Allright so this should be fine for most parts of the body, but it will not be enough for the face.Click on the little blue wrench to get to the modifiers, then add a Weighted Normal modifer. Now that the vertices are merged, we are ready to apply a 'Weighted Normal' modifier.Select a mesh, enter edit mode, press A to select everything, then 'Mesh -> Merge -> By Distance'.
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Ok so first things first, remember one of the core issues of the smash model was that there were invisible seams? Lets go ahead and remove those invisible seams.So, we are going to add a Normals modifier to allow blender to recalculate normals, but only for the vertices that we want (basically everywhere but seams) Well, whats happening is that we aren't letting blender recalculate normals as the mesh deforms, so any stretching of the mesh will have messed up lighting since we aren't letting blender do its thing. You might be going "hey what gives i thought the normals were fixed?". Ok so after importing an anim or making your own animation, you might notice the normals deform and no longer look ok.For this tutorial, i will import lucina's win2 (body movements) and merge win2a (the mouth movements) into it. Optional, but it would really help to import an existing smash animation.Also yes the face looking funny is normal, thats because all the different faces get set to be visible by default. Switch to material preview mode and verify that everything looks fine.Import the model.numdlb, for best results import using the NOR and PRM maps.The Steps (If you're keeping the model in blender) This means blender will let us be in charge of handling the Normals ourselves, and thats exactly what this tutorial will teach you.Ĥ. So, since the blender default calculation doesn't cut it for these models, when you import with the updated model.numdlb script, the blender calculations will be over-ridden and replaced with the imported Normals used by smash.However in our case it doesn't work, mostly due to the smash model not being in one solid piece, so the calculation of the 'Normals' fails at the obvious seams between meshes (for facial expressions) or in the not-so obvious invisible seams along the model (where the UVs needs to 'unwrap').For standard models, the way blender calculates the 'Normals' is perfectly fine. To keep it simple, 'Normals' are something on the mesh that controls lighting.NUANMB importer to preview smash animations to quickly check to see your changes This updated version of the model.numdlb importer script (If the link doesn't work for some reason, go here and switch to the 'test-branch' to make sure you have the latest updates).nutexb yourself with switch toolbox or just google it) PNGS of the textures inside that folder (convert the.
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A dumped model folder (the c0X folder with the.If you are importing a smash model and editing it this might also help you understand potential issues with the 'Normals' after exporting from blender A quick little tutorial to help you properly setup a smash model to make look alot better than it normally would in blender.