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Post by solistair on Sept 19, 2020 12:14:24 GMT -5
Hello! I followed this tutorial right here and then the recommended problem thread right here, but I am still experiencing issues. I'm trying to make the top part of this dress transparent and it didn't show up in S4S at all until I did the lod0 part of the tutorial. But for some reason it won't become transparent in S4S or the game. I've never made anything transparent before so it's very understandable I may be having issues but if anyone would be able to help I'd appreciate it! Blender file, package file
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Post by mauvemorn on Sept 19, 2020 12:51:28 GMT -5
Hi. Your texture is opaque, make the top part transparent. Also, the mesh is not vertex painted, it will not morph. You are also importing an outfit affected by skirt bones instead of something that is not affected by them. You or people using your cc might get distortions. Clone DressPanels instead 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
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Post by solistair on Sept 19, 2020 13:05:14 GMT -5
Oh I figured I'd make the vertex after if I ever got the transparency to work, but will of course do that! I can't believe I actually forgot to do the alpha before asking, I feel like a fool my goodness. Thank you!
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Post by solistair on Sept 19, 2020 13:37:48 GMT -5
I changed the opacity but now there's these lines. I checked the UV in the blender file, and there's nothing that should be giving those lines?
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Post by mauvemorn on Sept 19, 2020 15:17:56 GMT -5
it is best to make the garment fully functional first, check how it works in-game, and only after everything is ok you should split it. Otherwise, say, you split it, do everything, and then boom, the weights are wrong and you'll have to join it again, re-transfer, split again, and so on.
The black thing you're seeing is skin. Skin textures tend to have huge margins, so you should move uv islands to the right. Probably best to move the uv island between hands somewhere else because it tends to have skin, too. Best to avoid the space between arms for that reason as well. That i'm talking about transparent parts only
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Post by solistair on Sept 19, 2020 15:40:56 GMT -5
I will do that in the future for sure, I was too focused on making the transparency work. I didn't know about the margins so that helped a lot, issue fixed! An issue I'm having with the mesh is that in S4S it has this jagged edges which I fixed in Blender but somehow they're still appearing in S4S?
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Post by mauvemorn on Sept 19, 2020 17:41:59 GMT -5
Blender, s4s and ts4 do not use the same shaders, lightening and rendering. What a mesh looks like in Blender is not representative of what it will look like in s4s or ts4. The issue is caused by the topology and the only way of getting rid of it is by changing it. You could crank up the density but your garment is already unnecessary high poly. Normally all garments from MD and similar software are retopologized afterward
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Post by solistair on Sept 20, 2020 2:02:18 GMT -5
I couldn't find a tutorial easy enough for following as I got lost a lot but I will try to retopologise and start it again. Thank you for your help!
EDIT: I found some that explain the process and will attempt using it on my next mesh. Thank you!
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