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Post by yi4183 on Sept 21, 2021 19:56:01 GMT -5
In S4S preview, the earrings I created look fine but in game they look weird in color. It's supposed to be all silver but rose gold is mixed. Isn't this the correct spot to place earrings? Maybe I misplaced them or took too much space? Also, my earrings fit okay to the ears when I created them in Blender, but in real game they don't seem to be perfectly fit, as shown in the image. Please help :'(
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Post by Fwecka (Lolabellesims) on Sept 21, 2021 23:10:17 GMT -5
It would help if you shared your package. As for placement. That one's tricky. I was trying to position an ear cuff not too long ago and used another creator's ear cuff as a guide. I exported the blend from the other creator's ear cuff and appended the mesh into my file. Ear placement is tricky because you can resize and reposition ears in CAS while the earrings are static. You can't move them. If there's a way to make the earrings move with the ears I'm unaware of it.
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Post by mauvemorn on Sept 22, 2021 2:38:24 GMT -5
Share the package and the blend file
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Post by yi4183 on Sept 22, 2021 3:40:19 GMT -5
I guess I will just use the ear slider to make the earrings fit then..? If you could use the blender file from another creator that you mentioned to help me out that would be great too!
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Post by mauvemorn on Sept 22, 2021 5:27:05 GMT -5
Hi. 1). Do you use HQ mod? If yes, your issue might be happening because of incorrectly sized or saved maps. The issue does not happen in my game. How it should be: Diffuse and Shadow - 2048x4096; Specular (both files) - 1024x2048. If you're saving in .dds, it should be BC3/DXT5 (if there's an alpha channel) with generated mipmaps. Your specular maps are of the wrong size. There are other issues, unrelated to this one: 2). When you look at the earrings in s4s, see how the inner side is missing? Your mesh does not have one side, so that is why 3). The uv map that projects textures on the surface of the mesh must be named uv_0. CAS items should also have a uv_1, which dictates how they will morph. The uv_1 should be transferred from the head. - unfold the rig, make the head selectable ( cursor icon); - select the earrings, create a new uv map, name it uv_1; - add data transfer modifier, choose Head as Source object, set the rest like in the pic, apply; 4). For the future, when creating repetitive items, you should create one first, unwrap it properly, then duplicate it.The way your mesh is unwrapped right now is not good, the uvs of the same model should not overlap. 5). For the future 2, never use custom content as a guide for how things should be done. We have a template from maxis, we have maxis earrings, use them.
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Post by Fwecka (Lolabellesims) on Sept 22, 2021 6:36:29 GMT -5
Is there a way to position the earrings on the ear so that they move when ears are moved? You can make ears bigger or smaller, make them stick out, things like that. If I remember correctly when I was editing the ear cuff, the ear cuff stayed where it was in CAS and didn't move if you changed the shape or position of the ears.
I wasn't sure where on the ear the ear cuff should be placed (while in Blender) so I was using another's creator's ear cuffs because I knew those ear cuffs were positioned correctly. Does that make sense? The ear cuff wrapped around the ear and I needed to place it correctly. It was a challenge.
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Post by mauvemorn on Sept 22, 2021 7:50:43 GMT -5
There is, by painting it with 007f3f, but it will not retain the shape. You cannot fix it by adjusting uvs, it is a matter of placement in 3d space. Best to not do that You just want it to morph with the head, for that it should be painted with 007f00. Speaking of, the mesh is vertex painted with the wrong shade. If you meant doing it because the ears in blender differ from the ones in the game, then sure. Just no data transfer
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Post by yi4183 on Sept 22, 2021 15:50:30 GMT -5
Hmm, I don't even use HQ mod.. I once downloaded it but deleted it some time ago. So did they look fine in your game (even though I did some parts wrong)?
I was able to do #3 like you said but got lost in the first part.
Where can I find these tabs? I'm new to blender..:( Also, should I just move the earrings around in blender to match the in-game ear shape then?
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Post by mauvemorn on Sept 22, 2021 16:06:01 GMT -5
Diffuse,shadow and specular are maps you can find in s4s. You already edited the diffuse and the specular. You just need to resize the specular so that it is 1024x2048. Other problems are not related to this (i think)
make sure you're saving textures with these settings (if as dds). Notice MIP Map Generation
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Post by yi4183 on Sept 22, 2021 16:41:59 GMT -5
Oh, you were talking about S4S, I see now:) Wow thanks! I don't think I'm using dds though. Could you give me a final approval if I did everything okay? linI didn't need to do bake again or anything like that, right? Okay, I just tested it out in game, and it still looked the same on a particular sim. But then when I tested it on another sim, the color worked.. so I was guessing the sim (who got the weird color) had an acc that overlapped in the map. Turns out that the cc that overlapped is a "nail cc" in the body acc category. I'd like to be using the nail cc but use the earrings as well.. what should I do to make them not overlap?? +) Is this part of the texture? linkHow do I get rid of this?
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Post by mauvemorn on Sept 22, 2021 17:20:27 GMT -5
I can’t check right now but I’ll get back to you tomorrow (as in, in ~12 hours). If you do not plan on sharing your cc, you can move the earrings elsewhere on the map. If you do, then move the uvs of the nails
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Post by Fwecka (Lolabellesims) on Sept 22, 2021 20:02:05 GMT -5
There is, by painting it with 007f3f, but it will not retain the shape. You cannot fix it by adjusting uvs, it is a matter of placement in 3d space. Best to not do that You just want it to morph with the head, for that it should be painted with 007f00. Speaking of, the mesh is vertex painted with the wrong shade. If you meant doing it because the ears in blender differ from the ones in the game, then sure. Just no data transfer Yes, I just meant I used the other creator's mesh to help place my mesh on the ears in the 3D window. Then I deleted the other creator's mesh. I didn't use it to transfer anything from. Just positioning. That's all.
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Post by Fwecka (Lolabellesims) on Sept 22, 2021 23:27:49 GMT -5
The mesh your shared still has the issue of having only one side. A hoop earring should be like a round tube that's been curved into a circle. Generally, you'd just start with a torus mesh (add > mesh > torus) press T to open the side panel, and input how many major segments and minor segments the torus should have. This impacts its polycount. You can also play with the major and minor radius to determine how fat the circle is and its overall size. As for earrings to help with placement of the mesh on the sim's ears--don't use it to transfer weights or anything; just use it for placement then delete-- Pralinesims has a bunch.
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Post by yi4183 on Sept 23, 2021 4:11:24 GMT -5
I added circle mesh instead of torus when I was creating the cc. Is that what caused it to have only one side? Should I restart the whole creation then..? Where in the side panel can I find those segment and radius options? I don't see them..
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Post by mauvemorn on Sept 23, 2021 6:31:43 GMT -5
The mesh is still vertex painted by the wrong color. It should be 007f00 As for the missing side:
- in edit mode select everything with A, Select - Select boundary loops, Mesh - Edges - Mark sharp; - zoom onto the first earring ( select one edge, press NUM. ), Alt-LMB-click on one edge border edge loop, then Shift Alt click on another, Mesh - Edges - Bridge edge loops. Do it for all earrings, one at a time; - once done, select one edge marked as sharp (blue), Select - Select similar - Sharpness, Mesh - edges - edge split;
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