|
Post by blackworld on Dec 29, 2020 12:00:07 GMT -5
Hello, I am trying to convert an object to an accesory, but I am a little stuck. So this mesh has 3 cuts and 3 different textures, after making it an accesory(meaning assigning the bones). I cloned the items based on the different cuts and changed the geom number, so 0000,0001,0002. But the uv and importing the mesh is what I am having a problem with. I cloned an EA hat as an accesory, so maybe I should use something else ? I am not exactly sure if I should join the mesh and then import in s4s, but if I do that only one texture can be imported in and not the three different textures. I wanted to know if anyone can help with this? I have added the blender file below of what I did. www.mediafire.com/file/7850ijotd5my1mz/placement.blend/file
|
|
|
Post by mauvemorn on Dec 29, 2020 14:34:55 GMT -5
Hi. 1). All CAS items share the same uv space. All parts of the mesh share the same texture; 2). You cannot introduce custom bones to the garment. The mesh must be affected by a hand bone; 3). The mesh should be vertex painted with black which will prevent it from morphing; 4). CAS items are split into meshgroups for different reasons. Yours does not need to be split; 5). after you adjust the pose, you must reset it to the original. You need to restart the project. - clone a bracelet, export the blend, open it, append the bag, delete the bracelet; - select the first mesh, create a second uv map, do not rename it. Select a second uv map, select everything, assign a template, shrink uvs in half with S Y 0.5, put uvs in one side of the uv space meant for hats. Do not change the material; - do the same thing for other two meshgroups. Put uvs in a way that they do not overlaps with uvs of other meshgroups. To know where other uvs are, select one meshgroup, shift-select another, View- draw other objects. Make sure they have the rights uv maps selected and the same image assigned as the background; - once all uvs are in place, bake the texture as shown here; - composition either in Blender or in a different software; - join all meshgroups into one, delete the first uv map, rename the remaining one, create a second uv map, name it uv_1, select all uvs and press W - Weld to merge all of them into one; - vertex paint the mesh with 000000; - create b__R_Hand__, assign the whole bag to it; - assign type and 0000 for a cut number; - reposition the bag in the edit mode, save
|
|
|
Post by blackworld on Jan 5, 2021 20:56:13 GMT -5
Thank you so much this helped!
|
|