Hello Rented Space! I hope I won't bother asking you this. I'm new to hair conversions although I believed that I knew the process. But then searching your Tumblr I found a photo of your work on the mesh of the TS3 Island Paradise Waterfall Braids hairstyle before finally converting it and now I have the doubt why is that step for. I mean, you opened the mesh in that 3D program in order to... what? To reduce vertices? Polycounts? I hope I've explained myself but I didn't know about tha step!
Hello hello! It’s no bother at all :) As for the wip of the waterfall braids - I open TS3/TS4 meshes in blender in order to take apart the “layers” of the hair, so to speak.
Sometimes a transparency issue happens when converting TS3/4 hairs to TS2; because TS2 has a silent (and stupid) “rule” about opacity and hair layering, which can sometimes cause overlapping chucks of hair to become transparent (I believe this was introduced with the Pets EP). So in order to avoid (or fix up for existing conversions) I go into blender and rip the hair layers into separate groups and then reorganize in milkshape.
And of course sometimes for higher poly hair I do use blender to reduce the count, but that’s not necessary for EA made hairs, since they’re generally pretty good about keeping a low polycount. Although sometimes they have crappy hair like the waterfall braids which looked like it was copied five times and moved a fraction for no reason that I can see?? =_= Which is veeeeery unnecessary...
Anyways, I’m getting off track |D but if the hair has no transparencies issues that you can see, and isn’t 20million polycount, then you don’t have to worry about that step :)







