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Post by ladyuzu on May 18, 2020 7:34:55 GMT -5
Hi! I'm trying to create my clothes, and it's not really going well. I have followed a lot of tutorials, tried to follow the replies in this forum to other people that had the same problem as mine, but I'm still lost. I'm new to blender, I just used it to create a donut (yeah, lol) so it was difficult to understand some of the steps without images/videos. I made my skirt in MD. In the beginning I followed this tutorial. I was pretty happy, my skirt appeared in S4S... but then when I tried it in game, there was the huge problem about morph not working at all. I should say first, that I need the body to be visible under the skirt, so I understood that I can't delete it from the uv map like the tutorial said. I kept the legs and yeah, booty etc, and put my uv in the free space near the legs. (I already read all the "mesh doesn't morph with the body" threads here) After that I tried again for at least 20 times, with other tutorials... but still no results. Most of the "complete" ones don't talk at all about uv_1. Or what to do with vertex in the uv. I tried then following only the uv_1 tutorials but... still not working. I was now starting again, following this uv_1 tutorial, but not even at half of the video and there is already something wrong with my uv. I tried manually moving the vertex but is not really working UVI must say that in this blender file I didn't do anything more than what it was showed in the last linked video. Blender file What should I do? Is it okay to proceed even if the uv is like that? Thank you if you decide to reply me, I will have a lot of question I think, even if I manage to solve this first uv issue
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Post by mauvemorn on May 18, 2020 9:17:37 GMT -5
Hi. Do not import the blend file in The Sims 4 Studio or check the garment in-game until you make it fully functional ( textures and LODs should be done after you check it in-game and are fully satisfied). The reason it does not morph is because you did not vertex paint it. It is not rigged as well, so it does not animate. UVs in uv_0 map are in the space meant for shoes and hands Vertex paint dictates what variation (skin-tight and robe-like) of deformation maps the painted area will deform according to in CAS during body customization and animation. 00FF00 is for skint-tight areas, 3FFF00 is for any skirt-like area ( skirts, bottom parts of dresses, coats, aprons, etc). Start by choosing 00FF00 and Paint - Set vertex color 1). Disable Limit selection to visible; 2). Holding Ctrl, lasso-select the bottom part of the mesh starting somewhere in the middle of the pelvic bone; 3). Enable sync; 4). Press B and deselect legs; 5). Switch to Vertex paint and enable Face selection masking for painting; 6). Type in 3FFF00; 7). Paint - Set vertex colors; 8). Press A twice to deselect and select everything again, Paint - Smooth vertex colors How to transfer weights: - Make sure both your item 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.
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Post by ladyuzu on May 18, 2020 9:25:28 GMT -5
Hi. Do not import the blend file in The Sims 4 Studio or check the garment in-game until you make it fully functional ( textures and LODs should be done after you check it in-game and are fully satisfied). The reason it does not morph is because you did not vertex paint it. It is not rigged as well, so it does not animate. Vertex paint dictates what variation (skin-tight and robe-like) of deformation maps the painted area will deform according to in CAS during body customization and animation. 00FF00 is for skint-tight areas, 3FFF00 is for any skirt-like area ( skirts, bottom parts of dresses, coats, aprons, etc). Start by choosing 00FF00 and Paint - Set vertex color 1). Disable Limit selection to visible; 2). Holding Ctrl, lasso-select the bottom part of the mesh starting somewhere in the middle of the pelvic bone; 3). Enable sync; 4). Press B and deselect legs; 5). Switch to Vertex paint and enable Face selection masking for painting; 6). Type in 3FFF00; 7). Paint - Set vertex colors; 8). Press A twice to deselect and select everything again, Paint - Smooth vertex colors How to transfer weights: - Make sure both your item 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. Hi! Yes, I wrote that this blender file is just for the uv_1. For now, I'm asking for help just for the uv_1. If you look at how it comes out, is it right? Is it ok that it's "open"? vertex are one over the other and there are blank spaces in the uv where they do not connect with each other.
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Post by mauvemorn on May 18, 2020 9:54:20 GMT -5
I misunderstood "I was now starting again" and "I didn't do anything more than what it was showed in the last linked video" in the context of a uv_1 making and not the whole blend file. About ripped uv borders, technically it should not cause you problems unless it goes, like, above the space meant for it If it goes there, the white lines on the mesh will appear when you hover on the mesh in CAS
Edit: I did not notice at first that the top part is squished. You should transfer both uv_1 and weights from a full-body dress or something like this, then remove extra vertex groups with this addon
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Post by ladyuzu on May 18, 2020 11:33:12 GMT -5
I misunderstood "I was now starting again" and "I didn't do anything more than what it was showed in the last linked video" in the context of a uv_1 making and not the whole blend file. About ripped uv borders, technically it should not cause you problems unless it goes, like, above the space meant for it If it goes there, the white lines on the mesh will appear when you hover on the mesh in CAS
Edit: I did not notice at first that the top part is squished. You should transfer both uv_1 and weights from a full-body dress or something like this, then remove extra vertex groups with this addonOh, thank you! Now I know that I can ignore that part. I will try again then with a full body dress and see. For the weight transfer should I delete the body parts that I don't need (like the upper part of the chest) before the transfer or leave them? And, another question that I just realize. When i decimate my mesh (because it's usually high, this one is around 27000 tris) it mess up the uv_1. Is it better then to decimate first and then do the other steps?
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Post by mauvemorn on May 18, 2020 11:54:53 GMT -5
Even if you were to delete unnecessary body parts, the vertex groups that affected them would still be in the list, so you'll have to remove them anyway
A better idea would be to retopologize ( in 9+ version there's a new retopology tool that can give good result on your mesh pretty fast) or at least raise Particle distance, but yes, Decimating first would give you better results. It will mess up the topology and shading though.
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Post by ladyuzu on May 18, 2020 12:44:49 GMT -5
Even if you were to delete unnecessary body parts, the vertex groups that affected them would still be in the list, so you'll have to remove them anyway A better idea would be to retopologize ( in 9+ version there's a new retopology tool that can give good result on your mesh pretty fast) or at least raise Particle distance, but yes, Decimating first would give you better results. It will mess up the topology and shading though. I'm asking about the "deleting the weights that I don't need for a skirt" because I actually don't know if it's a step that I can ignore or not. If I don't delete them and I only remove the vertex groups with the add on, the mesh is going to work fine in the game? I use MD 9 and I usually rise the particle distance to 5 or 8 after using the retopology tool, but that doesn't help. I mean, doing that increase the number of faces a lot and the mesh became really heavy (the uv is completely black in contrast to ea's)
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Post by mauvemorn on May 18, 2020 13:33:16 GMT -5
The addon will remove all vertex groups the mesh is not affected by and leave those that affect it. You do not need to remove anything manually. I meant to make the Particle distance number higher, so 20, not 5. Remesh never gives good results, not even in your case of rectangular patterns, manual retopology would be better. If you will draw the lines along those folds in 3d view, turn them into quads in 2d view, add one or two horizontal lines, then use Add divisions, you will get really nice topology fairly fast
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Post by ladyuzu on May 19, 2020 9:34:43 GMT -5
The addon will remove all vertex groups the mesh is not affected by and leave those that affect it. You do not need to remove anything manually. I meant to make the Particle distance number higher, so 20, not 5. Remesh never gives good results, not even in your case of rectangular patterns, manual retopology would be better. If you will draw the lines along those folds in 3d view, turn them into quads in 2d view, add one or two horizontal lines, then use Add divisions, you will get really nice topology fairly fast I tried using it but I destroyed my original skirt trying to do that retopology so I had to create another one. I stil have not finished all the steps for blender, I was baking the uv and THIS happened. I'm going to ignore it and finish anyway in another save now, but is it normal? It wasn't like that the other times that I tried in the beginning.
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Post by mauvemorn on May 19, 2020 11:07:59 GMT -5
Next to those eye and cursor icons there is a camera icon which you need to uncheck for anything that overlaps with your mesh.
In what way was it destroyed? You could have just added more loops if the fold did not look right
are you using pants as a reference? Imgur does not want to show me the image in hq it's best to use skirts, the less details (folds, belts, etc), the better
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Post by ladyuzu on May 19, 2020 11:16:36 GMT -5
Next to those eye and cursor icons there is a camera icon which you need to uncheck for anything that overlaps with your mesh. How did you manage to destroy it? You could have just added more loops if the fold did not look right Not sure how it happened, when I went to apply the new retopology MD kinda crashed and simulated the skirt, that immediately puckered (?) on itself and it even saved the new file on my previous one. ok I will do it! I'm trying to run the script that you mentioned but I have the erorr "IndentationError: unexpected indent" and I'm trying to understand why even if I just copied the one in blender's forum. I was in scripting but it wasn't the right place to paste it, now I know. Then, now I'm going to do vertex paint Edit: When I try to paint in vertex paint it doesn't do anything.. the skirt stays white where I click. Blender File
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Post by mauvemorn on May 19, 2020 13:34:35 GMT -5
Best to change particle distance to 20 before doing anything with meshes, MD will have easier time calculating. You can simulate the mesh again once it has better topology You do not need to copy anything or enter the script, just put 0 and click Purchase, it's free, put the file into Blender\2.78\scripts\addons and install it File - Preference - type remove in the search bar - enable the addon - Save user Settings - restart Blender You are in the texture shading mode. The icon next to Weight paint is the Shading menu Switch to Solid, change hex code, press Shift K.
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Post by ladyuzu on May 20, 2020 5:00:53 GMT -5
Best to change particle distance to 20 before doing anything with meshes, MD will have easier time calculating. You can simulate the mesh again once it has better topology You do not need to copy anything or enter the script, just put 0 and click Purchase, it's free, put the file into Blender\2.78\scripts\addons and install it File - Preference - type remove in the search bar - enable the addon - Save user Settings - restart Blender You are in the texture shading mode. The icon next to Weight paint is the Shading menu src="https://i.imgur.com/NCQbGMa.jpg?1" style="max-width:100%;"] Switch to Solid, change hex code, press Shift K. I finished it but I still have the same problem as before. This is my skirt in game Picture of the skirt Blender File
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Post by mauvemorn on May 20, 2020 14:05:08 GMT -5
Are you sure you are seeing the updated version of the package? The mesh floats when the weights were not cleaned. Your weights are ok.It has nothing to do with uvs or vertex paint. Maybe the file is corrupted Reducing the polycount to the lowest possible is not the point of retopology, making it optimal is. There should be more density in places where the mesh, like, bends where the folds are and less where it is flat. You have uvs in the place meant for shoes and tops. The mesh is vertex painted the wrong way by the wrong color. In newer versions of Blender you need to change shading to Bounding box before sampling the color. Vertex paint dictates what variation (skin-tight and robe-like) of deformation maps the painted area will deform according to in CAS during body customization and animation. 00FF00 is for skint-tight areas, 3FFF00 is for any skirt-like area ( skirts, bottom parts of dresses, coats, aprons, etc). Start by choosing 00FF00 and Paint - Set vertex color 1). Disable Limit selection to visible; 2). Holding Ctrl, lasso-select the bottom part of the mesh starting somewhere in the middle of the pelvic bone; 3). Enable sync; 4). Press B and deselect legs; 5). Switch to Vertex paint and enable Face selection masking for painting; 6). Type in 3FFF00; 7). Paint - Set vertex colors; 8). Press A twice to deselect and select everything again, Paint - Smooth vertex colors New package and blend files
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altee
New Member
Posts: 1
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Post by altee on May 20, 2020 15:22:26 GMT -5
Êtes-vous sûr de voir la version mise à jour du package? La maille flotte lorsque les poids n'ont pas été nettoyés. Vos poids sont corrects, cela n'a rien à voir avec la peinture UV ou vertex. Peut-être que le fichier est corrompu Réduire le polycount au plus bas possible n'est pas le but de la rétopologie, ce qui le rend optimal. Il devrait y avoir plus de densité dans les endroits où le maillage, comme, se plie où les plis sont et moins où il est plat. Vous avez des uv à l'endroit prévu pour les chaussures et les hauts. Le maillage est un sommet peint dans le mauvais sens par la mauvaise couleur. Dans les versions plus récentes de Blender, vous devez changer l'ombrage en zone de délimitation avant d'échantillonner la couleur. La peinture au sommet dicte la variation (étanche à la peau et semblable à une robe) des cartes de déformation que la zone peinte se déformera selon CAS lors de la personnalisation et de l'animation du corps. 00FF00 est pour les zones étroites, 3FFF00 est pour toute zone semblable à une jupe (jupes, parties inférieures de robes, manteaux, tabliers, etc.). Commencez par choisir 00FF00 et Peinture - Définir la couleur du sommet 1). Désactivez l'option Limiter la sélection au visible; 2). En maintenant la touche Ctrl enfoncée, sélectionnez au lasso la partie inférieure du maillage en commençant quelque part au milieu de l'os pelvien; 3). Activer la synchronisation; 4). Appuyez sur B et désélectionnez les jambes; 5). Passez à la peinture Vertex et activez le masquage de sélection de visage pour la peinture; 6). Tapez 3FFF00; 7). Peinture - Définir les couleurs des sommets;8). Appuyez deux fois sur A pour désélectionner et tout sélectionner à nouveau, Peinture - Couleurs des sommets lisses Nouveaux fichiers de package et de mélange
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