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Post by luke1 on Apr 1, 2020 15:49:42 GMT -5
Hello! I'm currently facing a problem that I've tried to rack my brain around solving, but I just can't see what I'm doing wrong. So I've created a ring using Blender, vertex painted, weight assigned, looks good on S4S, but then... In CAS it looks something like this and this, when it should look like that. (sorry I don't have many poses that could show the ring better) I'm not very experienced in CC creation, so far I've only made earrings and I've never encountered a problem like this. This is the Blend file if you wish to have a closer look at it. This is the package file if you want to see the "damage" in game. Thank you so much in advance for your attention, hope you have a great day! EDIT: Forgot to mention that I've tried Vertex painting both black and 007f00 green, both to no avail.
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Post by mauvemorn on Apr 2, 2020 11:14:35 GMT -5
Hi. Your ring is big enough to be affected by more than b__L_Mid0__, so this is why it clips into the finger. All CAS items should have a uv_1 map, which is what dictates how they will morph. All accessories should be painted with 007F00. Fingers and rings do not actually morph ( as far as I know ), so in this case it is not important, but still, this is something you should do and keep in mind. Another thing you should keep in mind is the wireframe density and polycount. You want your mesh as low poly as you can get it without loosing details. There is no reason for a bend that is not even seen to be almost 2k alone, which is not much in general, but certainly too much for a ring. Say, if you were to make a necklace with the same density, it would probably go past 30k and affect game performance and loading time greatly. Also, it's best to avoid n-gons ( the surface of the moon is an n-gon ). s4s will split it itself, but it will take its time. You can just use triangulate modifier to do this automatically. You want the item you import in the package to have the same vertex groups as the original. When it is not the case, you or someone else using your cc might get distortions like this Unfortunately, there is no ring that has all 3 vertex groups you need. So you can just risk and wait if someone reports distortions. Theoretically there should not be any, these are not the vertex groups that usually cause them, but just so you know. If you will get them, message me please Here's a new blend, pls check it in CAS for I have no poses needed for this
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Post by luke1 on Apr 3, 2020 2:14:40 GMT -5
Thank you so much for your time and the extremely detailed explanation. :D I'll start using the necessary precautions right away, I'll check the .blend file once I've access to my PC.
You've been invaluable, I can't express my gratitude enough.
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