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Post by Fwecka (Lolabellesims) on May 28, 2019 7:33:28 GMT -5
Sigh, I swore I wasn't going to come back with problems--this thread is long enough as it is. But, I stupidly thought I'd finish the shirt today. Right. I couldn't get the data transfer modifier to work. Nothing happened, and I tried everything I could think of. In the end, I used the data transfer tool again, and that worked. But, how do you know if the uv_1 is correct? It just looks like a mess to me. And for the record, I did try leaving the shirt's uv_1 as UVMap but that didn't work either. The data transfer modifier just does not work for me. At all. I'm using Blender 2.78.
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Post by mauvemorn on May 28, 2019 8:20:53 GMT -5
It does work for you, the seam on the mesh just does not match with the seam on the body. You should try it in-game. It will probably still work even like this. And to answer your question about what it should look like, these are the templates sims4studio.com/thread/2087/cas-uv-1-template-imagesAs you see, the uvs are stretched in certain areas by design. And if you take a look at the uv_1 map of any EA CAS item, you will see that the border edges are straight and do not stretch.
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Post by Fwecka (Lolabellesims) on May 28, 2019 8:48:16 GMT -5
I figured out the problem. I DIDN'T CLICK THE BUTTON! OMG!
Per this post, about halfway down. link I have been trying to figure this out for hours, and it was a button the whole time. Looks better now, though still a little rough.
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Post by Fwecka (Lolabellesims) on Jun 12, 2019 15:12:52 GMT -5
I'm still wrestling with this mesh. Current problem? The mesh looks fine in Marvelous Designer. Looks fine in Blender. Looks fine in Sims4Studio. Looks fine in CAS. Massive clipping in game!
Anyway, in the sixth post in this thread you said,
"When geometry is extruded (which is what we do when giving MD meshes thickness), it creates a sharp edge, which in turns creates dark shadow along itself. It seems that The Sims 4 Studio is programmed to split the mesh along borders of UV islands, so if the geometry created to cover holes is unwrapped properly, you will not get the shadow ingame. However, it will still be visible on the baking results. These sharp edges should be selected with Alt-RMB ( Shift-Alt-RMB to add more to the current selection) and either split ( Mesh > Edges > Split edge ) or marked as sharp ( hading/UVs tab > Shading > Edges > Sharp)
What do you mean by this: When geometry is extruded (which is what we do when giving MD meshes thickness)? Can you clarify?
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