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Post by marisimmer on Dec 24, 2017 15:32:56 GMT -5
So, I'm trying to create my first mesh from scratch. I am following this tutorial. Everything looks decent on blender as you can see: But when I tried importing it to s4s, the texture came out REALLY weird. I can see that it's also not counting the polygons and the rest of the hair is not importing for some reason. All of them are GEOM 0002. I'd like some help with that. Thank you.
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Post by Feyona on Dec 24, 2017 17:26:05 GMT -5
Your uv placed all over entire map. Please read this tutorial part #4 describing where uv map should be placed. Grab the map here.
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Post by marisimmer on Dec 24, 2017 17:37:07 GMT -5
Your uv placed all over entire map. Please read this tutorial part #4 describing where uv map should be placed. Grab the map here. I didnt actually know this, so thank you! But on the uv map it's just a square
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Post by Feyona on Dec 24, 2017 17:43:16 GMT -5
marisimmer it doesn't matter. This square should be scaled off and fit into area dedicated for hairs.
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Post by Zelrish on Dec 24, 2017 18:24:33 GMT -5
oh my god. Beginners problems can be so funny at times xD (or, it's the alcohol talking..) No offense Marisimstuff
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Post by marisimmer on Dec 25, 2017 9:44:12 GMT -5
That part is solved! Thank you and yes, i am a begginer as all of us are at some point and i do have questions. Another problem is that only part of the mesh is imported into s4s.
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Post by inabadromance on Dec 25, 2017 12:45:58 GMT -5
In my opinion the best way to understand how things work is to export the original EA's hair and compare it to yours. For a mesh to import properly all elements must match: being the amount of mesh groups with their respective cut numbers. For it to work in game, it needs to be weighted, vertex paint and uv_1 done. For your question, you have extra groups that you have to join together and fix their cut numbers (watch video tutorial below, around 12:40). Also, you need to create the other groups that represent the different hat chops. Take into consideration that hair creation isn't suggested of you're just started cc creation. So you'll need to learn the basics before hand. I suggest reading the following tutorials: -basic object creation import- sims4studio.com/thread/826/create-object-mesh-package-existing-weight transfer - sims4studio.com/thread/81/weight-transfer-blender-vertex paint- sims4studio.com/thread/2479/vertex-paint-sims-4-mesh- uv_1 (morphs) - There's also tutorials on YouTube that you can learn from: -
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Post by marisimmer on Dec 25, 2017 15:23:28 GMT -5
In my opinion the best way to understand how things work is to export the original EA's hair and compare it to yours. For a mesh to import properly all elements must match: being the amount of mesh groups with their respective cut numbers. For it to work in game, it needs to be weighted, vertex paint and uv_1 done. For your question, you have extra groups that you have to join together and fix their cut numbers (watch video tutorial below, around 12:40). Also, you need to create the other groups that represent the different cut chops. Take into consideration that hair creation isn't suggested of you're just started cc creation. So you'll need to learn the basics before hand. I suggest reading the following tutorials: -basic object creation import- sims4studio.com/thread/826/create-object-mesh-package-existing-weight transfer - sims4studio.com/thread/81/weight-transfer-blender-vertex paint- sims4studio.com/thread/2479/vertex-paint-sims-4-mesh- uv_1 (morphs) - There's also tutorials on YouTube that you can learn from: - Thanks a lot!! I'll definetly be checking out these later today
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