urohn
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Posts: 4
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Post by urohn on May 7, 2020 4:22:52 GMT -5
Hi ! I hope you are alla well I'm a beginner in creating sims 4 mesh and I use S4S for Mac. I followed this tutorial but I get stuck on the texturing part. I put the texture of a white t-shirt on my top on photoshop but when I import it as a PNG file in S4S I get this:This is what I did on Photoshop: This is a mesh I created on Marvelous Designer and I followed the tutorial for the blender part. Thank you for your help !
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urohn
New Member
Posts: 4
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Post by urohn on May 7, 2020 4:25:41 GMT -5
I used blender 2.70 and 2.78. And because I don't have the option "create a 3D mesh" I clicked on "Create a CAS Standalone" on S4S.
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Post by AleNikSimmer on May 7, 2020 5:48:16 GMT -5
Hi. Can you share your blender file? It looks like your uv_0 isn't matching the sim's body, also, the texture for clothes is usually 1024x2048 or 2048x4096 if you're using HD.
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Post by mauvemorn on May 7, 2020 6:22:47 GMT -5
Hi. How come you do not have Create 3D mesh option? Could you show a screenshot of The Sims 4 starting window? Create a CAS Standalone is for creating recolors. Please provide package and blend files for further assistance
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urohn
New Member
Posts: 4
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Post by urohn on May 7, 2020 6:57:50 GMT -5
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Post by mauvemorn on May 7, 2020 13:32:08 GMT -5
My apologies, I wasn't aware about this change, good to know the Mac version of Studio was created after we made the decision to make it so CAS would reference any resource that wasn't edited. After the Mac version went up, the Windows version was changed to be like the Mac version (the Harmony series). Because the Mac version had never had recolors and meshes separated on different tabs (like the Windows version does) there was no reason to include these separate options that don't really do anything different. The Harmony version (and now Wishes too) retained those two tabs because removing them would confuse everyone used to using previous Windows versions that have those two options separate. The fact is, no matter which of those options is clicked, Studio constructs the .package in the exact same way. That is, someone can choose to make a recolor, change their mind, and edit the mesh. At some point, the plan is to remove those options from the front screen of the Windows version so it looks like that of the Mac version. Doing that is going to cause a lot of confusion at first though, so it isn't something we're rushing into. This is the long way of saying the Mac version can make CAS meshes and CAS recolors. Both can be made by clicking the Standalone button. The resources that will be included in the .package are the resources you edit. If you import a new mesh, it will be included in your new .package. Anyway, there's a lot wrong here. 1). The sims 4 studio imports only those meshgroups in the blend file that have a cut number assigned to them. If multiple meshgroups have the same cut numbers, s4s will import only one, not necessary the one you want. You have a reference in the scene that has the same cut number as your garment. S4S imported the right one, but it may not always be this way, so either remove a cut number of the reference before importing the blend file or just delete the whole thing; 2). Each meshgroup must have 2 uv maps. The first one, uv_0, defines how the texture will be projected on a 3d model. The second one, uv_1, dictates how the mesh will morph during body customization. When you join two meshgroups that have the same number of uv maps with the same names, the uv maps will be joined a well. Your item has 3 uv maps because you joined the body with 2 uv maps and the garment with one and a different name. This is the reason why your uv islands do not align with the textures. 3). You should never join the body with the garment until you make the later functional ( uvs, vertex paint, weights). You should never transfer weights or uvs to something with fingers because it will never turn out right ( unless you know how to make it turn out right which is worth the hustle only when making gloves); 4). When placing uvs in the uv_0 map, avoid that bottom right corner like a plague because everyone puts everything there and you end up with CAS full of items that cannot be used with each other because their textures overlap. These uv islands should be crammed where you deleted areas of the body hidden by clothing. Also, in Marvelous Designer the uv space is square while The Sims 4 textures are rectangular. When you use uvs generated in square space with rectangular textures, they get stretched vertically. So before placing them in the right spot, set the background image first and scale them with G Y 0.5; 5). When you create new geometry ( like when you close holes), unwrap it; 6). The reason the author of the tutorial used 2 version of Blender was because they did not know how to vertex paint and transfer weights in the newer versions. You did the later in the newer version but the wrong way. If you have already transferred weights, they did not transfer at all. How to transfer weights in Blender 2.78 - 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. The difference when vertex painting between 2.7 and 2.76+ is the shading in the viewport. Either switch shading to Bounding box before sampling the color or just memorize the following: 3FFF00 is for skirt-like bottoms, 007F00 is for hair and accessories, 00FF00 is for everything else. These are the settings you should use when transferring a uv_1 map 7). Never use Make blank button, it does not make textures blank, it removes the file 8). Do not clone nude meshes to start your package. They have a "naked" tag that gives sims embarrassed moodlet. You can remove it in the warehouse but it's easier to just choose something else;
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urohn
New Member
Posts: 4
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Post by urohn on May 7, 2020 14:01:34 GMT -5
Thank you for your answer ! I understand what I did wrong and I should document myself more on uv map, weights transfer, etc..before trying again.
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Post by mauvemorn on May 7, 2020 14:30:58 GMT -5
Before reading, check the requirements and where the author puts their uvs. If you are told to download 2 version of Blender or the uvs are in that corner, it's best to find another one
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