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Post by Chrisinliberty on Feb 5, 2019 22:07:33 GMT -5
Greetings, Sims 4 Studio Community. I'm trying to convert a hairstyle from Grand Theft Auto V into The Sims 4, so I loaded up a mesh and pasted the hair into the head of the model into the .blend file. However, when I try to import it back, nothing happens. And deleting the original mesh doesn't do anything either. And whenever I click on another part of the rig, the hair I pasted disappears. I'm not really good at Blender. Can someone help me get the pasted hairstyle show up in blender without hiding, and successfully import to S4S without the original mesh without any issues? Here's the hairstyle I'm trying to convert. Best Regards, -Christian
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Post by inabadromance on Feb 6, 2019 2:23:53 GMT -5
Hi! I suggest you check out this simple tutorial on how to properly import a CAS object. sims4studio.com/thread/10/tutorial-using-sims-studio-accessory. This is the basic concept, but you'll need to do more for Hairs particularly. 1- Hat chops: I suggest reading THIS THREAD about them and be sure to have all meshgroups with their respective cut numbers (explained in first link) so that all gets update appropriately. 2- Weight transfer & Vertex Paint, both explained in the first link (but mentioning it again because these two are very important)
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Post by Chrisinliberty on Feb 6, 2019 19:15:15 GMT -5
Hi! I suggest you check out this simple tutorial on how to properly import a CAS object. sims4studio.com/thread/10/tutorial-using-sims-studio-accessory. This is the basic concept, but you'll need to do more for Hairs particularly. 1- Hat chops: I suggest reading THIS THREAD about them and be sure to have all meshgroups with their respective cut numbers (explained in first link) so that all gets update appropriately. 2- Weight transfer & Vertex Paint, both explained in the first link (but mentioning it again because these two are very important) I tried following the footsteps, but there was an issue. After I imported the mesh, it came back like this, rather than the hair I wanted it to have. And the original hairstyle has it included, too. The hairstyle simply disappears when I select Vertex Paint or when I select the original hairstyle. Despite doing what the tutorial explained, the issue persists.
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Post by Chrisinliberty on Feb 20, 2019 16:59:10 GMT -5
It's been a while since I made this post but I still haven't gotten a solution to the problem.
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Post by inabadromance on Feb 20, 2019 20:50:14 GMT -5
Hi! From the last picture you shared, i can tell that the cuts aren't correct or you don't have the 3 mandatory amounts of meshgroups (3) as explained above. I don't understand what you mean about the vertex paint. Please share your latest blend and package files.
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Post by Chrisinliberty on Feb 21, 2019 13:39:35 GMT -5
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Post by inabadromance on Feb 21, 2019 19:29:19 GMT -5
The mesh is "transparent" in blender because the material is linking to another texture. (THIS IS SOLELY for viewing in blender, this doesn't change anything in S4S or in game. You need to map the mesh appropriately) You need to go to the MATERIAL tab (red circle)in OBJECT MODE, delete the second texture (select and click the minus button next to it) and change the first texture to DiffuseMap. The hair from the first blend you shared doesn't have anything done.. You need to follow what i explain on my first posts. Fix: - weight. - vertex paint. - Number of meshgroups (3) with their respective cut numbers. - uv_1. - uv_0, the mesh is mapped but it's not in the correct space. Hairs don't have an independent texture, they MUST be mapped in a specific space in the texture map. Change the uv image to DiffuseMap and move the uv to the correct hair spot. To resize the uv, press S (scale), Y (locks to the Y axis), .50 (write this) and enter. Then resize accordingly. You can then export the uv image to later place the hair texture in place in your image editor of choice. Next to where you changed your image, click UVS / export uv layout.
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Post by Chrisinliberty on Feb 22, 2019 1:38:21 GMT -5
The mesh is "transparent" in blender because the material is linking to another texture. (THIS IS SOLELY for viewing in blender, this doesn't change anything in S4S or in game. You need to map the mesh appropriately) You need to go to the MATERIAL tab (red circle)in OBJECT MODE, delete the second texture (select and click the minus button next to it) and change the first texture to DiffuseMap. The hair from the first blend you shared doesn't have anything done.. You need to follow what i explain on my first posts. Fix: - weight. - vertex paint. - Number of meshgroups (3) with their respective cut numbers. - uv_1. - uv_0, the mesh is mapped but it's not in the correct space. Hairs don't have an independent texture, they MUST be mapped in a specific space in the texture map. Change the uv image to DiffuseMap and move the uv to the correct hair spot. To resize the uv, press S (scale), Y (locks to the Y axis), .50 (write this) and enter. Then resize accordingly. You can then export the uv image to later place the hair texture in place in your image editor of choice. Next to where you changed your image, click UVS / export uv layout. Greetings. Thank you for the additional tips. I tried to do them in Blender. When I exported the mesh, the hairstyle now looks like this (I used a different hairstyle, this time the Buzzcut as the previous one didn't disappear after exporting the mesh. I couldn't import it on a bald hairstyle.) And this is my attempt at doing the uv step. It seems complex for me as the UV for hairstyles in The Sims is challenging. It goes all over the body, too. I might have to look up a tutorial on converting hairstyles from other games or projects into The Sims who have a different UV Map.
However, I may have done a mistake, and when I tried to apply the texture, it causes a mess...
However, in Blender, the textures show up fine. I did try to write .50 on the UV in the Y axis, but pressing S and Y didn't seem to do anything for me.
I set the UV map to the one that came with the hair model and it shows up fine. But it doesn't seem to do the same in S4S after exporting it.
I think I have a clear idea on the tutorial and I'm glad with the results. But the UV is still not happy...
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Post by inabadromance on Feb 22, 2019 3:24:35 GMT -5
did you select the uv before running to resize it? you have to press A to select all. then resize it as I suggested. you have to manually place it in the correct place, in just suggesting how to fix the ratio.
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Post by Chrisinliberty on Feb 22, 2019 14:05:36 GMT -5
did you select the uv before running to resize it? you have to press A to select all. then resize it as I suggested. you have to manually place it in the correct place, in just suggesting how to fix the ratio. I'm sorry if I continue making mistakes while doing this tutorial, as I'm new to this program, and converting hairstyles from other games isn't as simple as I thought it was. I tried stretching the UV to the texture map as the DiffuseMap is already stretched: And I typed .50 on the rest of the UV Coordinates, and when I imported the mesh, the preview was different: However, I'm not sure if that's how the UV should look like. It's a good fit for the original model, but exporting it in The Sims seems to have some differences. And whenever I export the texture it just requires resizing, and when I tried this before it didn't seem to follow instructions...
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Post by inabadromance on Feb 22, 2019 18:24:23 GMT -5
I'm sorry, the image isn't loading and i don't understand what you're doing. Please share the updated blend file.
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Post by Chrisinliberty on Feb 22, 2019 22:42:09 GMT -5
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Post by inabadromance on Feb 22, 2019 23:25:58 GMT -5
I've fixed your mesh, you can download it HERE. I did all the modifications that i explained above. The first blend you shared didn't have anything done as far as i saw. The mesh was also broken in pieces, i'm guessing you tried to recalculate. I fixed that as well, and a missing part on the back that maybe got deleted by mistake. What i've fixed: - mesh. - Weights. All bones were weighted 1. I deleted all and left head only. - Vertex paint. - uv_0 (renaming) and position the uv accordinly to EA standards. As i've explained before, the only thing you needed to do was select the uv by pressing A on the uv window and resize it. I'm not really sure what exactly is that you're having issues. Can you select the uv? or what part exactly is giving you issues? - Duplicated the mesh accordingly with their cut numbers. if you want it to be hat compatible then you'll need to cut each mesh group appropriately comparing it with another from EA. Apart from the Hat chops, the only thing missing is the uv_1.Once you're done with EVERYTHING, you'll have to go into edit mode on each meshgroup to select all the mesh, duplicate and flip direction so the inside planes don't appear invisible. If you have any questions please go ahead!.
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Post by Chrisinliberty on Feb 23, 2019 3:43:57 GMT -5
Thank you. I'm sorry I didn't understand your lessons easily. This might happen again in the future when I export the rest of the hairstyles in GTA Online. I can select the UV, by pressing A, although I am not certain if resizing will do any good for the texture. What if it doesn't match with the actual model where it came from? And what role does uv_1 have, I wonder? I previewed the fixed mesh, and it seems to look smoother than my first attempt. However, the hair textures are not in its place. I can try fixing it somehow, but I might have to learn more about this kind of thing with Blender as I mentioned earlier. I'll try to add the texture with what you said about selecting all the meshes, duplicate them and flip the direction. Is this about the mesh or the textures? Perhaps I should adjust the hairstyle so that it doesn't show a bit of space and room in the head, and hopefully find another hairstyle that doesn't show up on the hair. The buzzcut seems to be showing a little. Once again, I'm sorry that I couldn't do this thing on my own... I hope that one day I can see how it worked so that I can apply it to myself with future conversions. But thank you for your help! The hair model will be finished once I find a way to add the textures properly. The buzzcut texture is displayed rather than the ponytail itself...
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Post by inabadromance on Feb 23, 2019 7:35:17 GMT -5
Doing one thing isn't going to fix your texture. you do BOTH. move the uv to position correctly AND create your new texture.
the uv is now in place, you need to edit the uv template as I've explained earlier and move the original hair texture accordingly in your image editor of choice. that original square texture is NEVER going to work for this game is you don't edit it. you export the base game hair's texture and open it on your image editor. import the uv template and overlay it. import the new hair texture and overlay it on place.
uv_1 is for morphs so that your mesh will resize accordingly to the sim's size: (from 2:33)
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