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Post by greyzonesims on Aug 3, 2020 14:09:35 GMT -5
I'm working on shortening the eco living dress. I've already done lots of troubleshooting but I can't find any solutions. This is what it's doing: imgur.com/mgmPqZkThe problem is that weird little nude-colored piece extending from the hem. It shifts as the sim moves. I did fix the uv_1 map and did an edge split on the hem. Here's the package file: www.simfileshare.net/download/1967531/Blend file: www.simfileshare.net/download/1967532/Thanks in advance! I'm so close to finally finishing this.
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Post by mauvemorn on Aug 3, 2020 15:49:52 GMT -5
The garment must be split into meshgroups the same way the original was and they must have corresponding cut numbers When you create new geometry ( in this case when you closed the hole at the bottom), you must unwrap it. You also have overlapping geometry in that area. Select all of that extra geometry, press Alt M, Collapse, unwrap it like this How to close holes: - Switch to Edit mode ( TAB ), switch to Edge select ( 1 ), select the border edge loop ( 2 ) by Alt-RMB-clicking on it; - Press E to extrude, S to scale, scale it down ( 3 ); - Press Alt M and choose Collapse ( 4 ); - Switch to Vertex select, select the vertex in the middle of created geometry, optionally move it up a bit, press Shift NumPad7 to align the view parallel to it; - Select - Select More/Less - More ( 5 ); - Shading / UVs - UV Mapping - Unwrap - Project from view* ( 6 ); - In UV editor scale it down ( S ) and put somewhere in the extra area; - Select the same border edge again and mark it as Sharp* ( 7 ). * - The Sims 4 Studio automatically splits imported mesh along UV island borders to prevent dark shadows from forming along sharp edge loops. By closing holes, you create sharp edge loops. By unwrapping created geometry, you make sure it will not only properly display textures, but also its UV island border will be split by S4S. By marking the border edge as sharp, you make sure the dark shadow along it will disappear in Blender, too, and the baking result will not be affected by it The uv_1 map is not meant to fit in the uv space. You need to bring it to its original size. Select everything with A, press S X 2, the G X -512 Also delete bone_bone_shape.001 and rig.001 new blend
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Post by greyzonesims on Aug 3, 2020 18:40:35 GMT -5
The garment must be split into meshgroups the same way the original was and they must have corresponding cut numbers When you create new geometry ( in this case when you closed the hole at the bottom), you must unwrap it. You also have overlapping geometry in that area. Select all of that extra geometry, press Alt M, Collapse, unwrap it like this How to close holes: - Switch to Edit mode ( TAB ), switch to Edge select ( 1 ), select the border edge loop ( 2 ) by Alt-RMB-clicking on it; - Press E to extrude, S to scale, scale it down ( 3 ); - Press Alt M and choose Collapse ( 4 ); - Switch to Vertex select, select the vertex in the middle of created geometry, optionally move it up a bit, press Shift NumPad7 to align the view parallel to it; - Select - Select More/Less - More ( 5 ); - Shading / UVs - UV Mapping - Unwrap - Project from view* ( 6 ); - In UV editor scale it down ( S ) and put somewhere in the extra area; - Select the same border edge again and mark it as Sharp* ( 7 ). * - The Sims 4 Studio automatically splits imported mesh along UV island borders to prevent dark shadows from forming along sharp edge loops. By closing holes, you create sharp edge loops. By unwrapping created geometry, you make sure it will not only properly display textures, but also its UV island border will be split by S4S. By marking the border edge as sharp, you make sure the dark shadow along it will disappear in Blender, too, and the baking result will not be affected by it The uv_1 map is not meant to fit in the uv space. You need to bring it to its original size. Select everything with A, press S X 2, the G X -512 Also delete bone_bone_shape.001 and rig.001 new blendOh my word, you're the best! Thank you so much. I haven't opened it in blender yet to look around - what is the new blend file you attached?
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Post by mauvemorn on Aug 3, 2020 19:29:30 GMT -5
Basically i just fixed aformentioned issues so that you could compare if it was not clear what i meant
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Post by greyzonesims on Aug 4, 2020 10:43:02 GMT -5
Basically i just fixed aformentioned issues so that you could compare if it was not clear what i meant You're the best, thank you!
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Post by greyzonesims on Aug 4, 2020 11:02:26 GMT -5
Basically i just fixed aformentioned issues so that you could compare if it was not clear what i meant I imported your new blender file into the package file, and I'm still having some issues in-game! It looks good in CAS. For some reason when I'm moving the household the image freaks out in a way I've never seen before (https://imgur.com/OhzsWBy) And it just doesn't look good in-game. The one sleeve is dark, those arm patches that were separate cuts are different, there's an odd glow, and she has cuts around her ankles. (https://imgur.com/UiNcVeh) I assume it's issues with the maps? I edited the diffuse, I pulled a hem shadow from a short dress leaving the original neckline shadow, specular I edited the black/white side (could that be an issue? I don't know how to handle the light left one, it's the same as the original dress), normal I created a whole new one off of the diffuse, and emission is left blank. I imported all but diffuse as DDS files. Would you be willing to take a look at the package file?
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Post by mauvemorn on Aug 4, 2020 16:17:48 GMT -5
Hmm, so as it turned out, the original dress had no thigh bones at all. The distortion may happen when you import something that is affected by bones the original garment is not. Usually foot, toe and skirt bones are the cul[rits but in your case these were thighs. I never get any distortions in my game because of this, some people do, but the weird thing is, they usually look different than the one you're getting. First time seeing it look like that, EA must have changed something again. Anyway, since now the outfit has visible knees that are affected by thigh bones, you need to clone something that is also affected by them. I did not find any outfit that was affected by the right bones and split in the right way so you can go about it in 2 ways: 1). You can join all meshgroups, remove doubles in the place where those faces on the arms were cut out, delete foot vertex groups, change cut number to 0000, clone DressPanels, import the mesh there. Keep in mind that because of joined meshgroups the dress will now clip into armbands instead of hiding them 2). You can add meshgroups yourself in the warehouse but it is not exactly a beginner friendly process. I did this, changed region map and it worked fine until I put on an armband in CAS... it stays for some unknown reason which defeats the whole purpose of splitting the mesh. The second issue is normal map related probably. Did you put the red channel into alpha and green into rgb? Did you save as alpha interpolated with minmaps enabled? Another issue is leg uvs that I though you fixed already. You have knee textures mid thigh. Never touch the body uvs, only the garment's. Also, do not delete everything covered by the skirt, leave one row of polygons. Otherwise, when the sim walks, these holes will poke out. You can re-arrange and re-bake textures with this tutorialNew blend and package files
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