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Post by makesims on Apr 3, 2020 18:37:46 GMT -5
I really don't know how to describe this problem, so I didn't know how to search for it. I'm sure it's come up before, I just don't know what.. this is. It looks fine in S4S, but in game and in CAS the left sleeve area has these light blocks on it. package file if anyone needs it
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Post by makesims on Apr 7, 2020 2:01:51 GMT -5
I don't want to be annoying and bump, but this is sort of getting buried and I still haven't found a solution. Does anyone know what's going on?
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Post by Feyona on Apr 7, 2020 5:20:57 GMT -5
Next time please share 2 files: .package and .blend. In Blender change to solid mode and you will see similar hard edges on your mesh. Select all, press W and choose "Remove doubles".
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Post by mauvemorn on Apr 7, 2020 5:29:27 GMT -5
Edit: woop, didn't update the page before posting
Hi. In Blender switch Shading from Texture to Solid and you will see what's wrong. Some Maxis meshes are made of more than one meshgroup to ensure they properly interact with other CAS items ( each meshgroup has its entry in Region map with different RegionTypes and Layers ). When you joined all these meshgroup into one, the dress remained split. If you select the meshgroup, switch to Edit mode, select everything with A, then Select - Select boundary loop, you will see where exactly it is split. Anyway, to merge these vertices, select everything again, Tools - Remove doubles, set Merge distance to 0,0001. The Sims 4 shades everything as smooth, sharp edges included unless they are split. If they are not split, this dark shadow along the edge appears. To prevent this, The Sims 4 studio is programmed to automatically split the imported mesh along uv island borders. However, there is one thing you should be aware of: The first pic is how S4S and TS4 shade edges when THE MESH is split ( like in your case ) The second pic is how S4S and TS4 shade edges when ONLY THE UVS are split but not the mesh My point is, you can also Remove doubles ( in UV editor select everything, press W and choose Remove doubles ) in UV editor if you want, because right now the uvs are split and the mesh will be split as well but not shaded the bad way. If any dark shadows will appear, split the uvs, not the mesh
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