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Post by icequeen120 on May 4, 2020 11:41:52 GMT -5
Hi, I seem to be having a problem with the the white swatch of this CC top, where for some reason in CAS (although it's very subtle) you can see the faces of the mesh underneath on the lower part the top. You can also see it when zoomed in game. I imagine whatever is causing it is probably present across the other swatches too, but it's only visible on the light coloured one, which is driving me a bit crazy haha. Plus, I'm now wondering where I've gone wrong so I can avoid it in the future. I've attached a picture showing where the mesh is slightly visible, but you'll probably need to zoom in to see the mesh lines since they're so light and on a white top. Photo in CasHere is also the link to the package and blend for LOD0 if needed to diagnose. Package and Blend File(P.s For reference I created the garment using Marvellous Designer 7, edited the mesh using blender 2.78, transferred the weights with blender 2.70 and am using Sims 4 Studio 3.1.3.2. ) Any advice is much appreciated! Many Thanks!!
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Post by mauvemorn on May 4, 2020 14:40:36 GMT -5
Hi. What you are seeing is not actually a body under the clothing, it's the ivory color of your diffuse texture. If you open the file, you'll see that it is not black and white, it's ivory You should also split the bottom edge loop to avoid that dark shadow along it
When making map, pay close attention to what the original look like. For clothing a normal map should be square, so you should cut out the upper half of it meant for head items. The mask of the specular should look just like the alpha channel of the diffuse map. You'd want to have some colors in the first file of the specular as well. The darker and more transparent they are, the weaker the shine. When placing uvs, try to avoid the bottom right corner because everybody uses it for everything. They fit where they should You do not need to use older versions of Blender, everything can be done in 2.78 How to transfer weights: - Make sure both your garment and the reference are visible and selectable; - Select the reference mesh, Shift-select your item, switch to Weight paint, choose Transfer weights, choose By name; - Choose Clean tool, scroll up, choose All groups. To vertex paint items, just skip the sampling step and use 3FFF00 to paint the skirt-like bottoms, 007F00 for accessories and hair and 00FF00 for everything else If you won't remember the hex code, switch Shading to Bounding box before sampling
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Post by icequeen120 on May 4, 2020 20:04:07 GMT -5
Hey, the ivory at the bottom was my poor attempt at minimising the issue, since I was hoping the slightly darker colour would hide the edges. The lines show the same on a diffuse I’ve edited with a white overlay.
I’ve had a play with redoing the diffuse, using and not using subdivision surface to try and get a diffuse that once edited a white colour doesn’t have the same problem, but no luck so far. I’ll have another play tomorrow, but at least now I know it’s the diffuse that’s causing the problem. Do you have any tips for getting a diffuse that doesn’t do this when lightened?
Thank you for your help and the other tips and guides!! Yeah, I do need to avoid that bad habit of using that corner everyone loves so much. :D
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Post by icequeen120 on May 5, 2020 9:52:47 GMT -5
So I've rearranged my mesh, fixed my bump map and re-baked a dozen times but I cannot for love nor money, get this mesh/edge look to go away. I've zoomed right into my two diffuses (one baked in blender, the second that bake edited in blender to be far lighter) and I'm struggling to see where these edges are coming from. (I'm about ready to say the universe is just not into having this piece in a white swatch. ) So I'm therefore at a bit of a loss. It seems as though the edges are reacting to the light, could it be related to the specular being blank? I wasn't going to make a specular for this item, but do you think this could be contributing to the issue? My edited package and blender fileImages of it showing through different diffuses and maybe reacting to lightAs always help is much appreciated!!
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Post by jwofles on May 5, 2020 10:37:24 GMT -5
So I've rearranged my mesh, fixed my bump map and re-baked a dozen times but I cannot for love nor money, get this mesh/edge look to go away. I've zoomed right into my two diffuses (one baked in blender, the second that bake edited in blender to be far lighter) and I'm struggling to see where these edges are coming from. (I'm about ready to say the universe is just not into having this piece in a white swatch. ) So I'm therefore at a bit of a loss. It seems as though the edges are reacting to the light, could it be related to the specular being blank? I wasn't going to make a specular for this item, but do you think this could be contributing to the issue? My edited package and blender fileImages of it showing through different diffuses and maybe reacting to lightAs always help is much appreciated!! Are you using an NVIDIA graphics card? Sims 4 has a bug where it shows these mesh lines on meshes if you're using an NVIDIA graphics card. Here's a video on how to fix it using the NVIDIA Inspector program. You shouldn't worry about the lines that much because not many players will see them, and if they do they can fix it using NVIDIA Inspector.
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Post by icequeen120 on May 5, 2020 13:52:36 GMT -5
You are literally my hero right now! I have been messing with this top for days trying to find the problem and it was my graphics card all along! I do indeed have a NVIDIA card and using the inspector resolved the issue. It's so weird that I've never noticed problems before, but I guess I've been staring at my clothes in CAS with more intensity than normal.
Thank you!!!!
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