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Post by aquagiraffe4334 on Jun 23, 2020 14:13:28 GMT -5
Recently, I created a dress for my sim by merging two existing meshes together (I kept the top of one and the bottom of the other). When I finished, I opened my Sims4 game, and noticed a white line on the seam of the two merged meshes - I have inserted a link to a picture below. I'm kinda new to using Blender, so I'm pretty sure this is an error on my part. Does someone know what I can do to fix this issue? drive.google.com/file/d/1h-ehhO_CB4sPPbYwC-m6YJUGSQHkOA8x/view?usp=sharing
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austrinos
Member
CC creator in training...
Posts: 24
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Post by austrinos on Jun 23, 2020 15:39:54 GMT -5
I need access to the file to be able to see it
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Post by aquagiraffe4334 on Jun 23, 2020 16:02:43 GMT -5
The seam doesn't appear until you access it in-game, but the link to the file (mediafire) has been attached down below: blender file
(thanks for getting back to me so quickly, by the way)
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Post by mauvemorn on Jun 23, 2020 16:39:15 GMT -5
Hi. Edit sharing options to give us access to see the picture please. If you have this type of issue, either add a border in the graphic editing software or move the uvs away from the border of the texture. Also, you have overlapping geometry in the leg area. Some meshes are made of more than one meshgroup to tune each of them differently. The bottom item you cloned was split in the calf area for them to disappear upon interaction with tall boots. s4studio_mesh_1.001 should have 0002 for a cut number and 5 rows of faces at the bottom removed. You can also see that there is another layer of mesh under it, select any vertex there, press Ctrl L and delete
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Post by aquagiraffe4334 on Jun 23, 2020 17:08:37 GMT -5
mauvemorn I just edited the sharing options - sorry for that! I will take a look at the linked thread and get back to you asap! Thank you
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Post by mauvemorn on Jun 23, 2020 17:31:36 GMT -5
Wait, this is a different issue. This is a gap in the mesh, not a white line. The vertices along the edge loop where one mesh ends and another starts are affected differently by bones
- switch to edit mode ( TAB), enable snapping to vertex, along the edge loop where one mesh is meant to be connected to another select each vertex, press G and move it to the closest until they all match - once done, disable Limit selection to visible, press B and select that whole edge loop; - Remove doubles with Merge distance set to 0,0001.
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Post by aquagiraffe4334 on Jun 23, 2020 21:22:31 GMT -5
Thank you so much for all of your help mauvemorn! It worked
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