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Post by almasy87 on May 4, 2018 7:35:02 GMT -5
Sorry, it's me again... My journey continues.. and I am now trying to create the belt for my ninja outfit. So far I managed to make it look like I wanted. imgur.com/a/L41MJTWBut the kunai part (the three weapons attached to it) are white in texture paint and I don't know why.... I can't paint over them. I've tried to look on google but with my basically unexistant knowledge it's hard to properly understand what this is to even know what to search for.. :/ These kunais, I didn't make myself since I can't do that. I was lucky enough to find a wesite that has free 3d meshes up for grabs and it had these as on .obj so I imported it, copied it 3 times, set it where I wanted and merged the two mesh. I dunno if that's the problem? Maybe they already have parts of a texture attached or they behave differently cause they weren't a .blend? It looks like the kunais are there in the map in the left (those little squares)? But why are they white in texture paint and how can I make them paintable? :/ I have to do this in blender instead of photoshop because I have no idea what surface is what otherwise. (these kunai actually came with a texture of their own but I deleted that.... maybe I should not have done that? But it was a really strange format.. I'd rather just repaint them) Here is the .blend in case anyone needs it to see what's going on >_< www.dropbox.com/s/z4b12q6zuobyuut/belt%20-%20Copy.blend?dl=0Any help appreciated!
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Post by ToxicSimlish on May 4, 2018 9:29:04 GMT -5
Hi! First, I never bothered with texture paint (since I don't think it's necessary to do it?), but when I went on it the whole belt was pink, and it said that the texture was missing. I could be wrong, but you shouldn't change the texture paint; if you wish to change the texture, refer to this tutorial, on the 4th point. Hope it helps!
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Post by inabadromance on May 4, 2018 14:35:33 GMT -5
Hi! I downloaded your blend and from my end i can see all the mesh correctly vertex painted in green. What i have noticed, is that you have an extra UV. Delete uv_0 and rename uvmap for uv_0. I believe he uv_1 is right by only looking at it but if you have any issues i would re do it. Also, the mesh is incorrectly weighted. Manually delete the weights from the list and follow the WEIGHT TRANSFER TUTORIAL. Furthermore, the uv in uvmap (that should be renamed) is wrongly placed.. so you need to move that as well.
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Post by almasy87 on May 5, 2018 6:31:45 GMT -5
Thank you for the answers.
I'm not sure I fully understand though so let me ask something. BY manually deleting the weights you meant moving the slider to 0 under the vertex group?
As for the weight transfer, in the tutorial it says it needs 2 meshes, but I kinda deleted the old one (the ring I was trying to replace - not even sure if you can replace a ring with a belt lol). Must I append it again then?
Third, by the map being incorrectly placed you mean it should be in the same position where the ring texture was? Cause that would be minuscule. I don't know if it's possible to use any other space that isn't already in use (sadly the sim kinda needs to have an earring/facemask/headband/gloves) so I was trying to put it somewhere that's "free". Or that won't work?
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Post by inabadromance on May 5, 2018 7:17:45 GMT -5
1: deleting weights. you have to head over to the mesh tab, select each weight from the list and click the minus button next to it to delete it. docs.blender.org/manual/en/dev/_images/modeling_meshes_properties_vertex-groups_assigning-vertex-group_empty.pngonce the list is empty, you follow the weight transfer tutorial linked on my previous post. 2. reference mesh. the mesh you're required to do the transfer (any type, weight or uv_1) isn't a random mesh or the one that belongs to the object you originally cloned. the mesh needs to be similar to your current project. in this case,a belt. so you need a mesh that is located in that area. clone a full body swimwear male outfit, export it's mesh, append it to your belt blend and follow the tutorial. if your project were to be a pair of knee pads then you'd need only a bottom mesh as reference. the reference mesh it's from where blender is gong to take bones and apply it to your mesh. if you use a ring to transfer weights to your belt then you'll only have finger weights.. not very useful ! 3. uv map. just as any CAS item, you need to follow the uv texture map placement. please read the following, you can import the second texture in this thread into your blend and use that to correctly place your uv: sims4studio.com/thread/62/fix-uv-map-templatecurrently your uv is placed on skin/hair . you can't do that or it will overlap with it. that's the beauty of having all CAS items textured in one single texture map. something will always overlap with something else. compromise or simply try to look for another spot. maybe extra parts if you're not using that one? try and test what works for you.
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Post by almasy87 on May 5, 2018 7:50:10 GMT -5
Thank you kindly. That's super informative. I'll give it all a try later tonight. I already have something in extra parts sadly (the previous post kimono sash). But I'll try to find a place somewhere *hugs*
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Post by almasy87 on May 5, 2018 19:31:27 GMT -5
Hello inabadromance I believe I did all you asked, or so I hope. There's now a lot of bones in the Vertex, is that how it's supposed to be? I wasn't sure what you meant by full body male swimwear, I didn't see any male swimwear under clothing body, only female ones. So I picked a clothing bottom male swimwear. Also there were 3 meshes to append, I only appeneded the third one which had the actual swimwear part. Is that right or do I need them all? I still don't seem to be able to paint the 3 attached thingies cause they are still white. There must be something else wrong I'm doing. When you have to go to node editor, and select "use nodes", which picture should be on that field before you click that? The one that is selected without me touching is always a diffuse map and a number like 003 or 004, is that right? I'll leave a link to the new blend, it would be great if you could maybe have another look >___< Thanks in advance! www.dropbox.com/s/yqoxra9v7vnpd2l/mmmmh.blend?dl=0
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Post by inabadromance on May 5, 2018 20:06:13 GMT -5
Hi! I was referring to these swimwear outfits. But your pick works perfectly well too! so there's no issues there. The weight does look a bit choppy... if you have any issues in game, i suggest re doing the weight following THIS GUIDE to make the reference mesh smoother creating a smooth transfer. (works for uv_1 too) You're viewing an incorrect mode, you're in texture paint. You need to be on VERTEX PAINT. There you'll see that the mesh is already correctly painted. Why are you using "nodes"? Have you read any tutorial that applies textures that way? Doesn't really matter what texture you pick, that is solely for you to see it in blender. The texture that ends up in the mesh is the one you import in your package.
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Post by almasy87 on May 6, 2018 11:02:33 GMT -5
I was under the impression that that's how it's supposed to be done?
I read it somewhere for sure, don't remember where cause I have looked at so many things the past days I'm going crazy, that to paint texture with blender on an item you are supposed to do this:
Create a new image 1024x2048. Save such image on your desktop. Go to preferences and make sure it's rGBA and that there is a check on transparency (whether it's Cycles or Blender Render). Go to node editor, select Use Nodes, Shift+A, Texture>Image Texture> Select the image you saved in the Thing that pop ups, connect color to color, then go back to 3d mode and start painting.
So that's what I've been trying to do. Maybe it's wrong? If that's wrong, how do you generate a new texture for an item whose shape you have edited? Cause if I don't paint on it I can't obtain an image to put into s4s, right?
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Post by inabadromance on May 6, 2018 13:25:32 GMT -5
umm... i'm pretty sure that none of the tutorials we have here talk anything about nodes. So, i can't help you with that. If you have a particular tutorial you're following then stick to it but that's way way over-complicating things in my opinion. The only thing you paint, is the vertex paint. And that has nothing to do with the texture but with the uv_1. I tried to revert what you did, but i couldn't. So i can explain how to fix your blend to make it less complicated so you can avoid doing all that. You have to export the original EA mesh accessory again. Append your belt. Go to the material tab ( SEE IMAGE), delete the current material (click the title and then the minus button) and pick the "diffuse map" instead. (that is the material from EA's accessory on the current blend, this isn't math it's not always going to be called like that. Depending on how many groupmeshes you append the names will differ. So just check the material you want to grab from a particular meshgroup and check the name by going to the material tab). On the UVmap window, click image/replace and import your texture. That's it. The texture is already applied to the mesh IN BLENDER. Again, this is ONLY for blender. You need to import the textures again in S4S. What gets imported into S4S is only the mesh and it's configurations (cuts, weight, uvs) not ACTUAL textures. Here's the FIXED BLEND i created for you. I suggest doing it on your own just for the sake of learning. (this is from the last blend you shared so if you've done any modifications after sharing it those will not be here) You either replace the texture with your own texture or create a new image and BAKE the mesh's texture (you then link this new texture to the material by going to the tab next to the material tab (shown in screenshot) scroll until you see the name of the texture and change it for your new created image.
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Post by almasy87 on May 6, 2018 16:52:52 GMT -5
Hehe :P Your link is pointing to something else. (something very pretty! But I don't know if you wanted that to be shared online)
I tried to follow the bake part which is what I believe I was trying to say when I said I wanted to create an image to paint. However even following her steps there's many black spots left so who knows what is.. :P Maybe cause some parts go inside the body. But I can't avoid that unless I want the belt to be super large which I don't.
Anyway I was able to sort that part with the coloring following your tip. I guess it was that white material making me unable to!
But somehow my sims bottom calf part is invisible now in studio and in game when I tried the belt on. Wasn't I supposed to delete the EA swimwear meshes?
Also, when he moves his leg the weapons stretch in strange ways like they are attached to the leg. Would remove the link to some joints fix that? Or should I try following your tip about the smooth transfer?
Would you be able to reupload the fixed one so I can compare the two maybe? Thank you!
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Post by inabadromance on May 6, 2018 20:47:47 GMT -5
ups! i fixed the link. Thanks for letting me know. The file must have taken long to get in the list so i clicked the latest thing i uploaded and didn't check. bad hand, bad hand!
If parts of the body are disappearing then i'm assuming you imported your blend into an outfit or bottom. Isn't this an accessory? Then you should clone an accessory and append into that, not any other bottom or outfit.
If things are stretching then either the weights are wrong or you need to re do the uv_1. Download the fixed blend, delete all bones and re do the weight transfer. Test in game.
If you need more help after re doing what i suggest above, then share the updated blend and package files.
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Post by almasy87 on May 7, 2018 8:17:35 GMT -5
Hi dear. You're right, I picked a necklace and the body parts are back! Rookie mistake XD However I've redone the weights but it's still the same. It's like there is a thread pulling parts of the belt when he moves ( see image). What I've tried: -redone the weights one time , still same - I saw that with that particular swimsuit there isn't any vertex under that part of the mesh that gets moved, so maybe it's that? So I changed from a slip swimsuit to a trunk one. But still, there aren't many vertexes under that either? IMAGE I mean, there are, but they are hidden in the body. Dunno if that means anything. Anyway I tried with that too and nothing - followed the smooth weight transfer thing and subdivided a couple of times, redid the weights, no luck At this point I'm stuck again ^^" I've uploaded all the files in a .rar. There is the one with the EA mesh still in, the one without it, and the subdivided one, and the package. Maybe that helps you better.. www.dropbox.com/s/o3m52ngwxlio0ks/belts.rar?dl=0Thank you again and sorry for being such a pain! :'( :-X
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Post by inabadromance on May 7, 2018 11:34:53 GMT -5
aaaahhh! so that's the issue you're having. You know, i've been writing quite a bit on each reply that the thought at the back of my head that wanted a picture of the issue in game just kept slipping away. So thank you for adding pictures! I thought it was a different issue!. The weights are perfectly fine. The transfer has been done correctly, BUT it's not quite what YOU want specifically for this project so you'll have to manually fix it. Please read THIS GUIDE that explains how to view the weights movements in blender and apply the correct bone to the part that is giving you trouble. Please read it carefully, test it out and let me know if you have any questions in particular. In short, i suggest picking the "Add" brush, select the bone you want from the list and brush over the weapons so they don't move with the legs.
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Post by almasy87 on May 7, 2018 15:04:25 GMT -5
Thank you inabadromance for being so patient. I'm trying to follow the tutorial but, 2 things: 1- It says you should already have a geo modifier under the armature but I don't.. I created one manually but not sure it works the same like this? 2- I'm not understanding between step 15 and 17.. If I got it correctly I should paint it blue so it won't move, right? But I can only paint red somehow. I tried to set the weight to 0.1 but still red. Not sure what I'm missing or doing wrong >__< Also in pose mode the item stretches but when I get to the part where you switch to wireframe and try to move it it doesn't stretch anymore
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