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Post by Yasuo on Sept 27, 2019 3:16:32 GMT -5
Hello, I'm having an issue with the hair texture of the mesh that I'm working on, the issue is that the edges of the hair appear to be black? on the texture itself there is no black part and the image is PNG therefore it has to be transparent at those parts but It's black...? I hope I'm making sense, I will post a screen shot bellow.
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Post by mauvemorn on Sept 27, 2019 6:48:34 GMT -5
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Post by Yasuo on Sept 27, 2019 8:11:28 GMT -5
Thank you for responding mauvemorn , There is a problem with that, There is no Material available for the Hair (?), I just uploaded a PNG texture and placed the vertices on top of it, I did want to do that on the Material but it was unavailable so I couldn't do it, Is there any alternative way? A way that I can turn the texture into a Material? I tried searching online but I just couldn't figure it out because I'm a beginner in Blender. There is only one Material available and It's "DiffuseMap" and when I reduce the Alpha to 0.000 the whole mesh goes completely transparent.
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Post by Yasuo on Sept 27, 2019 8:51:57 GMT -5
I managed to fix it, I added two new Materials and added the Texture to the first and the Alpha to the second and did what mauvemorn said and It solved, I just tried it in-game and it seems like there is another issue to it, I will leave a link bellow that shows the issue in Video. "https://streamable.com/zuk83" - Open the link without the "
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Post by mauvemorn on Sept 27, 2019 18:11:35 GMT -5
You need to, um, layer geometry from bottom to top Here is a tutorial for a different software but there is an adaptation for Blender sims4studio.com/thread/3857/most-transparency-issues-alpha-glassHere is an explanation I wrote for the process in Blender. Triangulate the entire hair. Then separate every plane in order from top layer to bottom (press L to select plane, then P to separate). Separate everything till s4studio_mesh_1 is just an empty mesh (in edit mod it should just be an origin to show the middle but there should be no verticies etc). You should have a bunch of separated meshes. Then, select them all from the highest number to low (for instance mesh_1.0075 then mesh_1.0074 then 73 etc etc etc), and when all selected, make sure you active selection is on mesh_1 (the empty mesh), and press ctrl + j. This worked for an alpha hair I made in Blender.
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Post by Yasuo on Sept 28, 2019 2:04:01 GMT -5
mauvemorn I'm trying that solution and it seems like It's sort of working, I'm just having issue with figuring out which part should be on top and which part should be on bottom (Because they are almost on the same level), I will keep re-joining them till I get the result that I want, Thank you for your help!
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Post by mauvemorn on Sept 28, 2019 5:26:19 GMT -5
Whichever should be seen first is on top
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Post by Yasuo on Sept 28, 2019 6:16:38 GMT -5
mauvemorn I've been trying for the past hours but It's still not really getting fixed.. It's like the mesh is one layered and not two layered, That's why It's difficult to tell which part is top and which is bottom, Some hair strands that stand out on the front are visibly Top but other than that I have no idea, Do you know anyone that can take a look at the file?
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Post by mauvemorn on Sept 28, 2019 9:43:59 GMT -5
I have never made alpha hair myself but i think i know everything one must know about it, could you send a blend and package files?
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Post by Yasuo on Sept 28, 2019 12:58:11 GMT -5
Sure, I will send them to your inbox mauvemorn
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Post by mauvemorn on Oct 2, 2019 6:59:58 GMT -5
Hi. Sorry for the belated reply, couldn’t access my pc. I only now noticed that I actually misled you and said from bottom to top, lol. Anyway, here are a video, blend and package files. The person who created the back side geometry by extruding/solidifying the mesh didn’t remove the side geometry that was created in the process, which is why I started by removing doubles. Then I fixed normals and adjusted smoothing. I used Solidify to create the back side geometry and, using isolate and show hidden shortcuts, removed the sides. Then I separated outer and inner geometry and joined everything on the empty meshgroup. Then I transfer a uv_1 map, pay attention to the settings, they are not the default ones. The meshgroups in the blend you import in the package must have the same vertex groups as the original blend you replace. If it is not the case, there may be distortions. You should export the mesh you're using as a base for your package and transfer weights from it. Hairstyle blend files contain 3 meshgroups: original form ( cut number 0002) and 2 hat chops that interact with 2 types of hats. If you don't want to make them compatible with hats, just duplicate it twice and change cut numbers. As you see in CAS, ponytail still has transparency issues, you might still have to separate them individually. Shorcuts: TAB – switch between Edit and Object modes; A – select everything; H – hide selected; Shift H – isolate selected; Alt H – show hidden; Ctrl L – select linked; Ctrl J – join selected; Shift D – supplicate; P – separate; Delete – delete menu; B – box selection; Holding Ctrl – lasso selection;
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