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Post by missdelarocha on Mar 11, 2018 7:05:08 GMT -5
Hey guys So I really need some help. I've been crash course learning and trying to put together my first piece of new mesh CC the past couple of days. I've gotten pretty far (I hope) but I'm having a few issues, I've included pictures and the files for reference. I've loaded up my CC into the game and the whole lower body area has a transparent dark greenish and shininess. My specular is low shine/none outside of the pants, so I don't know what this is about. It's also having morphing issues particularly at the top of the belly, I followed a tutorial to create the uv_01 and don't know what I've done wrong here. I've done my weight transfer from a pair of base game cropped jeans which may not have been enough if there's still clipping? Is that why I have the triangular piece? Anyway please do have a look at the pictures and let me know what you think! My package and blend file. I would so so appreciate help from you all! I've really tried my best to avoid asking for help haha, but I'm at a point where I'm getting frustrated and I don't want my new found passion to die because of my lack of knowledge . Shininess and green tinge plus body morph problems:Weird triangular piece that juts out:Clipping at the back of knees:Also just discovered when I reloaded my package that the rig is gone:P.S how do I make that little texture swatch I imported actually show up as a swatch in the row above it? It's the correct dimensions.. (32x32) P.P.S is it normal for 'normal' bump maps not to show a difference in s4s? I can't tell if mine is quite doing what it's supposed to do in game either.
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Post by missdelarocha on Mar 11, 2018 7:42:27 GMT -5
Ah! I tried changing my vertex paint to yellow for the joggers to see if it would help with the clipping and now S4S is giving me this error when I try to import any of my blend files even the one before the change :(.
The Sims 4 Studio - Version 3.1.0.9 System.AggregateException: One or more errors occurred. ---> System.NullReferenceException: Object reference not set to an instance of an object. at S4Studio.Data.IO.CAS.GeometryResource.AdjustSlotRays(CASPartResource casp, IResourceProvider resources, Boolean fix_offsets, Boolean adjust_thigh_targets) at S4Studio.ViewModels.CAS.CASLODItem.ImportMesh(BlenderUtilities blender_util, String blender_path) at S4Studio.ViewModels.CAS.CASStandalone.<>c__DisplayClass71_0.<ExecuteImportMesh>b__0() at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- ---> (Inner Exception #0) System.NullReferenceException: Object reference not set to an instance of an object. at S4Studio.Data.IO.CAS.GeometryResource.AdjustSlotRays(CASPartResource casp, IResourceProvider resources, Boolean fix_offsets, Boolean adjust_thigh_targets) at S4Studio.ViewModels.CAS.CASLODItem.ImportMesh(BlenderUtilities blender_util, String blender_path) at S4Studio.ViewModels.CAS.CASStandalone.<>c__DisplayClass71_0.<ExecuteImportMesh>b__0() at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute()<---
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Post by inabadromance on Mar 11, 2018 9:34:26 GMT -5
Hi! Both links are to a blend file. Please upload the correct package file.
- The shading issue is due to the normal map or specular not being correct. If you've saved your bump as png then you should do it in dds instead. Export the original bump in dds and compare it to yours. It should have a main layer and an alpha channel both in shades of grey.
EDIT: I'm checking out the blend file and noticed the following:
- Most vertices have more than 4 weights applied and several with 0s. This is due to not using 2.70 or not applying the CLEAN step suggested for newer versions. Please re read the weight transfer tutorial and apply the CLEAN step you're missing. To check the extra weights, go into EDIT MODE, right click any vertex, press N to open the side bar and check the VERTEX WEIGHTS. They should only be 4.
- You've re applied weight to body parts, i suggest you delete those and re append the originals so that they can function more smoothly. Our transfers aren't as good as what EA does so it's always best to keep that just like it was.
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Post by missdelarocha on Mar 12, 2018 1:46:16 GMT -5
Oops my apologies. I've updated the package link now (also here it is). My normal is saved in dds and is grey, I know I packed the original purpley png version with the blend file but that was by mistake and I wasn't sure how to get it out again haha. Would the multiple weights be applied because of me clicking transfer multiple times, when I didn't know if it was doing anything? It would be good to know so I can avoid doing that again. Also thanks for the instructions on checking those, I'll see if I can remove the duplicates. Re the weight paint on body parts, I followed a tutorial to click from a similar mesh to your new mesh (which I've already appended to the nude mesh and cut the extra vertices out), so how can I prevent it from transferring data onto the nude bottom parts as well? As far as I can figure out I can't choose which parts of the mesh to make the transfer on. Is it a matter of just doing it early on in the process? Want to make sure I can get it right . Thanks again for responding, sharing knowledge is so valuable, hopefully I will be confident in my skills enough to assist others as well soon!
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Post by Feyona on Mar 12, 2018 5:25:41 GMT -5
Your normal map is wrong gray color. If you extract any EA package and compare you'll see that your normal map is darker than EA's. This happens if you save the file in .png or .dds gets saved incorrectly and looses alpha channel. You need to redo normal map and make sure that it's light gray. I get this glitch pretty often so whenever I work on normal map I copy and paste red channel into separate file and if normal map looses alpha channel I reopen that .dds, create missing alpha channel and copy/paste it from the file where I saved it before.
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Post by missdelarocha on Mar 12, 2018 5:36:52 GMT -5
Here is my new blend file, hoping you might be able to check it. I did the clean and looked at the number of vertex weights attached to my vertices and didn't see any more than 3 per 1 anymore, the nude mesh doesn't have any it isn't supposed to. Can you see something in my blend or package file that is creating the shininess?
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Post by missdelarocha on Mar 12, 2018 5:56:08 GMT -5
Your normal map is wrong gray color. If you extract any EA package and compare you'll see that your normal map is darker than EA's. This happens if you save the file in .png or .dds gets saved incorrectly and looses alpha channel. You need to redo normal map and make sure that it's light gray. I get this glitch pretty often so whenever I work on normal map I copy and paste red channel into separate file and if normal map looses alpha channel I reopen that .dds, create missing alpha channel and copy/paste it from the file where I saved it before. Ah!! Okay, thank you! I did notice when I was saving as .dds in Photoshop with a plugin that it gave me a warning about losing the alpha channel but I didn't know that would effect the result. It appears to have saved correctly after I flattened the image first. I can't add it to my .package file atm because my s4s isn't working, but I've uploaded it here
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Post by Feyona on Mar 12, 2018 8:08:30 GMT -5
If Studio gives you an error it means that something went wrong when you were importing textures and meshes. I'd clone new .package, import mesh and if it still gives you errors it means that you need to look into mesh. Looking at your last blend I can say that you used wrong colors for vertex paint. Currently EA doesn't use bright yellow in general, but in previous files it was FFFF00, and in your file it's F3F315. Green suppose to be bright green, hex #00FF00. Dark green is used for accessories. Also always delete extra rigs that you get when append meshes.
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Post by missdelarocha on Mar 13, 2018 1:18:33 GMT -5
I've switched to using the mac side s4s and that's working better for me, I just have to do the reload program trick to get it to show in the studio. Oo right, I keep finding different hex codes around the place but I'll note those ones down now for ref. I've corrected the paint and I've deleted the extra rigs and that has definitely helped with the morphing (thank you), although it doesn't look great on a maxed sim it's not deformed!! Now my lingering issue is the shininess, it's improved but now it's a band around her stomach. There's also the stretch/clipping issue: (lookin' pre dope though otherwise if I do say so myself ) I've darkened my specular and fixed my normal so at a bit of a loss for what is causing this. Here is my latest package thus far. Would the clipping be helped by playing around with the weight paint, like putting red in the areas where it is intersecting? What would improve this and the stretching? Edit: I added a specular mask but that hasn't made a difference, package file updated.
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Post by Feyona on Mar 13, 2018 3:11:04 GMT -5
Oo right, I keep finding different hex codes around the place but I'll note those ones down now for ref. If you use Blender 2.76 or higher and pick vertex paint in solid view mode then you will not be able to pick correct vertex color. You need to switch to wirefrane view mode, this way it will be displayed in flat colors. although it doesn't look great on a maxed sim it's not deformed!! Uv_1 is responsible for deformation. Sometimes you need to adjust uv_1 manually in order to make it work. There is no "one size fits all" advice in this case. You will need to move vertices and experiment... or give up. Some meshes are difficult to fix if they look very different from EA's items. Anyway, I suggest always subdivide reference mesh to get better result with uv_1 and weights. Here is a great tutorial by SLYD where he shared this method. Now my lingering issue is the shininess, it's improved but now it's a band around her stomach. Leave that specular alone, problem is not in it but in normal map. Your normal map still looks incorrect. You won't get rid of this shine if you don't make a correct NM. There's also the stretch/clipping issue: There is no way to get perfect weights for pants like this from weight transfer. You will need to adjust them manually. See another great tutorial by SLYD. It can be a long process.
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Post by missdelarocha on Mar 13, 2018 7:41:44 GMT -5
Ok! Well I am feeling a lot better now honestly, can't thank you enough for your help (would love to give you a small donation or gift! Is there a way I can do that?). I will start my normal map again and try to figure out what's going on there, the alpha channels are light but the RGB is slightly darker. Maybe that's the issue, though in the bump map tutorial I swear it's the same :-/..
Subdividing the uv01 mesh is a great tip, I think that'll help the blockiness for sure ~ I'm going to check out both of the tutorials. Thanks again and to inabadromance as well.
I'll link to the final file once I've sorted it out if anyone is interested in having these pants. x
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Post by missdelarocha on Mar 19, 2018 4:46:08 GMT -5
Hey - Update. I took some time off working on it and have fixed everything as far as I know how to with a fresh perspective, my normal map is lighter and looks right as does my vertex paint etc. But I am still having this shiny issue. Can anyone help any further? *begging* The package file herePlus screenshots of my S4S previews:
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Post by Feyona on Mar 19, 2018 5:19:16 GMT -5
It's a specular, and it's different in your file than the one that you posted. Delete the parts that I crossed out (delete on spec, and paint in black on spec.mask). Also you have huge textures that don't have any reason to be that huge. If you are trying to make HQ compatible textures than spec absolutely must be 1024x2048 when diffuse is 2048x4096, otherwise it will look incorrectly on the sim. Normal map doesn't have to be that huge, it can be 1024x1024.
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Post by missdelarocha on Mar 26, 2018 20:04:26 GMT -5
It's a specular, and it's different in your file than the one that you posted. Delete the parts that I crossed out (delete on spec, and paint in black on spec.mask). Also you have huge textures that don't have any reason to be that huge. If you are trying to make HQ compatible textures than spec absolutely must be 1024x2048 when diffuse is 2048x4096, otherwise it will look incorrectly on the sim. Normal map doesn't have to be that huge, it can be 1024x1024. Ah yes, the reason it wasn't like this in my post is because I noticed it after and updated it. So removing that body area from only the mask did nothing, but removing from both helped. Honestly I eventually gave up on the spec, it was still blocky around the waist and I think the normal is enough detail for me. A couple of new issues though. I followed Elegant Lily's tutorial on creating LODs because I was having that seam gap issue. It fixed the seam gap but now when I zoom out the waist is pinching and creating pretty epic holes: It's like the left side has collapsed in and a couple of points appear to be stretched across to their opposite side? I tried putting red weight paint around the spine but made no difference. Also, I've checked my tags multiple times per below and applied to all swatches, but sims are still getting shocked like my sim is naked ... Is there a deeper setting I need to change? Show in UI is already ticked. I used a nude mesh as the base. The pack flag has a name like this '_yfBottom_Nude_201803192020560512' is the word nude in there triggering something in game? Let me know if I need to make this into a new thread. Dropbox link to all files
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Post by annabluu on Mar 26, 2018 20:14:06 GMT -5
i actually don't know how to help with the issue around the stomach. if elegant lily's tutorial didn't work, you may be able to try exporting the LODs for the nude bottom and seeing if that fixes anything. as for the sims reacting to the clothes as nude, one of the ways you may be able to fix it is by clearing all the tags in every cas part and then redoing them.
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