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Post by celestialk on Oct 3, 2020 8:49:49 GMT -5
Hello! So I've been getting back into modding for the Sims 4, I converted an outfit from the FF7 Remake but it looks twisted up in the Sims 4. I believe it is a uv_1 issue, since I am struggling to get a smooth transfer for the outfit. I think it could also be a vertex paint problem too, but I'm a bit rusty at modding since I haven't done it for a while. Here's the package file of the outfit. There also is a lighting issue in CAS, where the Sims look to be tinted a darker colour. I'm not sure if this is an error linked to this costume because of the shadow map or not though. drive.google.com/file/d/173lYFr1-yVVP8vNtZqZk4KWw47qGPf_b/view (Outfit) drive.google.com/file/d/1gph1vSaqBj_VxjNuMFqyVNCCzh7Mv9ib/view (Mask/Helmet has the same issue too, I think.) Any help would be great as I keep making the same mistake on newer outfits I'm trying to convert. Thanks!
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Post by mauvemorn on Oct 3, 2020 10:16:54 GMT -5
Hi. Unfold rig, make top visible and selectable, select it, choose its uv_1, and switch to Edit mode. As you see, the uvs do not fit in the uv space, that's how it should be. Then open your uv_1 map and compare. Do not join the body with the garment until you'll make the later fully functional. The body's uvs and weights will get messed up. Check your uv_0, the uvs are messed up. Select those stretched areas, disable sync, edit them. Also, its best to delete foot vertex groups that are affecting the mesh bc the swimsuit you cloned does not have them and ts4 does not like when you introduce new bones. Need to replace the shadow map and that's not the right way of doing the specular mapThere were at least 4 people with the same issue in Creator help in the past week alone, did you watch some new tutorial or something? Whose ass do I need to woop
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Post by celestialk on Oct 3, 2020 10:42:04 GMT -5
Hiya thank you for your reply! I followed a tutorial that said I needed to fit the uv_1 to the map, so I wasn't sure if I needed to do that or not. In future, I'll just compare the uv_1 to other clothes from the game since I think that could be partially why it was messed up. Also, sorry for asking this, but what do you mean by unfolding the rig? I'll try giving it a go at fixing it following your instructions as well. I appreciate your time.
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Post by mauvemorn on Oct 3, 2020 11:28:46 GMT -5
You do not need to fit or compare the uv_1 map. In the past, before Blender introduced Data transfer tool, people had to make a uv_1 map from scratch, so they would use a reference image for this. They would fit it in the uv space first, adjust, then bring back to the initial size. Now you just need to transfer it from the reference and that is all. The reason it was messed up was because the uvs fit in the uv space. Deformation maps look like this, like half of the body ts4 mirrors them and morphs are applied to both sides of the mesh. When you cram the whole body in the uv space, the front of the torso becomes affected by arm morphs, one side of the back by the front morphs and so on, everything becomes messed up. This is what I mean by "unfold" rig, click on the + button next to rig to see its children, then make the top visible and selectable, choose its uv_1 to see that is does not fit in the uv space " If you transferred uvs with Nearest face interpolated, that's as good as it gets and that is enough. Your uvs will not look as neat as maxis ones because your garment has different topology. They retopologize their items to have very neat topology. None of it is important though. So long the vertices in the right place, they will morph right, and you can achieve that just by transferring uvs with Nearest face interpolated, no subdividing or anything, just that
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Post by celestialk on Oct 7, 2020 12:37:31 GMT -5
Hiya! Thank you so much, I managed to get it working. I used Blender 2.9 for most of the process which was a lot easier for me too. I appreciate your help!
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