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Post by lenalechou on Dec 21, 2021 14:33:11 GMT -5
Hello everyone! I made this bullet belt for sims 4 ( inspired by a comic): Here is my blender file: files.fm/u/tazcst3zf#/view/8y3cetsgz In blender file is the exactly shape I want the mesh to have. I used a free blender bullet 3d model(the original bullet has over 9.900 verticles) and I try to reduce it as mush as I can. Surely there is still high poly and it takes so much time to load in sims 4 studio. I want to make this mesh available as a bracelet for sims 4 males. I tried to decimate more but the mesh is altering. Is there an other way? (Please except to redone it took me 3 days to do this).
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Post by gibi on Dec 21, 2021 15:54:30 GMT -5
Are you OK with editing the bullet itself and then re-copying and arranging it again? That's the only thing I can think of to do. As far as editing the bullet: - If you simplify the bullets and take out the detail on the top of the bullet, that will reduce the poly count by a LOT and you could get the same look by using a bump (normal) map on the package, and shading the diffuse image where the shadows would be. At this size, I don't think that anyone would see a difference.
- Because around 1/3 of the bullet is facing the sim at all times, you could probably flatten the shape on that side, which would also make the shape less complex and lower-poly. I don't think that would show to the player, either.
I tried messing with those two edits, and got the bullet down to about 50 polys from about 168, so that's less than a third of the original size.
And, I know you really don't want to hear this? But it would probably be a lot quicker to make a simplified bullet shape from a basic cylinder than it was to try to edit and simplify the existing bullet. :(
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Post by mauvemorn on Dec 22, 2021 4:55:56 GMT -5
As Gibi said, you need to re-do the bullet, but instead of reducing the polycount with decimate, you should just reshape a cylinder to look like the bullet and bake textures from the high poly to low poly Here is an example of what i mean, just make sure to bake texture from the original 9,9k bullet for better textures. Here's a tutorial how to bake maps from high poly to low poly, just make sure to bake an ao instead of normal ( or you can bake both)
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Post by Fwecka (Lolabellesims) on Dec 22, 2021 5:46:29 GMT -5
I concur. Start over. The polycount is way, way too high. There is geometry inside the bullets that do nothing but add to the polycount.
You can easily avoid using decimate in the first place. Press T to open the side panel. Shift + A, add a cylinder. In the side panel, set the vertices to about 8, press T to close the panel. Add edge loops with Ctrl + R and scale the edge loops to shape the cylinder. Mark seams, unwrap the bullet. Scale the bullet to whatever size you want, then duplicate the it with Shift + D. Each new bullet you duplicate will automatically be unwrapped. If you do this right you can make your mesh quickly. And you can make the bullets a little wider; that will mean fewer bullets and a lower polycount.
If you want detail use a bump map.
I know you don't want to start over but it's worth it and will give you some practice.
— OR —
You can make one high poly bullet with the details you want, unwrap it and put its UV island in the bracelet section of the CAS map. Bake an ambient occlusion map and a bump map. Dissolve some edges to lower the polycount, then duplicate the bullet and place the duplicates in the 3D window where you want them. Ctrl + J to join each bullet. Done.
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Post by lenalechou on Dec 22, 2021 16:56:29 GMT -5
Hello gibi, mauvemorn and fwecka. I redo the mesh again. It took me the whole day. It is not as detailed as before. Each bullet is 40 verticles now. Please tell me if it is ok so I continiue with the next. Here is my last blender file: files.fm/u/tazcst3zf#/view/8qnqfxk2u
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Post by Fwecka (Lolabellesims) on Dec 22, 2021 19:50:09 GMT -5
That looks much better. You'll need to transfer weights—use a top as your reference as your mesh covers the chest, back, and shoulders—vertex paint, and transfer the uv_1. I noticed that you have three maps: a UVMap, a uv_0 and a uv_1. The uv_0 has nothing so just delete it and rename UVMap to uv_0.
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Post by lenalechou on Dec 23, 2021 8:35:33 GMT -5
Thank you for the tips again, fwecka. I did the weight transfer, uv_1 and painted green but there are these isuues: a)the mesh alters in many areas: How can I fix that? b)the mesh is not available with every top or full body cloth but only with short sleeves. I want the bullet belt become available with every top,jacket, full body outfit. c) If the shoulders change, the mesh alters. Here in shoulders there are bigger bullets and in waist smaller. How can I make them to look all the same like in real bullet belts?: d) In fat sims the mesh alters too much. Is there a way to fix this? Here is my last blender file: files.fm/u/tazcst3zf#/view/ntd3gg8zn and package file: files.fm/u/tazcst3zf#/view/xqhcjswxt Merry Christmas to all of you if I don't answer soon!!!
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Post by mauvemorn on Dec 23, 2021 9:29:51 GMT -5
You can try painting the mesh with 007f00 but it will not fix all problems. And if this won’t improve the situation, paint with black. The shoulders are affected by shoulder bones and you can’t do anything about it. The mesh does not work with all outfits because it is a bracelet. Clone a tank top, import your blend, recategorise it as a ring.
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Post by Fwecka (Lolabellesims) on Dec 24, 2021 4:24:42 GMT -5
mauvemorn in the first screenshot, wouldn't that be caused by weights? I'm trying to learn to identify problems through screenshots the way you can.
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Post by mauvemorn on Dec 24, 2021 7:16:52 GMT -5
If the mesh deforms when you adjust the body, then it’s morphs (anywhere other than the breast). If the sim stands and the mesh distorts in places where bones are not doing anything, then it’s also morphs. In the case with the first screenshot, it is both, shoulders are doing something - weights, waistd doesn’t do anything - morphs
Edit: i've just checked the blend and you transferred the uv_1 with wrong settings. Always use nearest face interpolated
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Post by lenalechou on Dec 27, 2021 2:37:47 GMT -5
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Post by Fwecka (Lolabellesims) on Dec 27, 2021 3:26:43 GMT -5
If the mesh deforms when you adjust the body, then it’s morphs (anywhere other than the breast). If the sim stands and the mesh distorts in places where bones are not doing anything, then it’s also morphs. In the case with the first screenshot, it is both, shoulders are doing something - weights, waistd doesn’t do anything - morphs
Edit: i've just checked the blend and you transferred the uv_1 with wrong settings. Always use nearest face interpolated
mauvemorn I'm sorry, I don't understand what you mean by "not doing anything." You mean if the sim is not moving? That would be morphs? Because I've seen meshes that shoot out in places and it's because of weights. lenalechou if the mesh is distorted when using the CAS sliders it's the uv_1. Your mesh isn't vertex painted the right color. It should be 00FF00. Also, you have a uv_0, a uv_1, and a UVMap. The uv_1 contains nothing so just delete it and rename UVMap to uv_1.
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Post by mauvemorn on Dec 27, 2021 8:15:42 GMT -5
Fwecka (Lolabellesims) Mesh distorts dramatically because of weights BUT not because of how it is rigged. The problem lies in the fact that those bones are not in slotrayinteractions. Severe distortions are a problem of different nature and should not be fixed by fiddling with weights. You should just clone something else or make sure the mesh is split the right way. Just so we’re clear, this has nothing to do with this project. About this accessory, you need to apply the knowledge from previous projects and figure out what would give the least distortions by testing different vertex paint colors. An item that covers areas that need to move and morph must move and morph with them. Bullets will not retain their shape while moving and morphing, so this is why I said it cannot be adapted to perfection. If you want no distortions at all, you will have to sacrifice morphing and remove the shoulder bones. That, of course, will result in clipping.
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Post by Fwecka (Lolabellesims) on Dec 29, 2021 2:25:09 GMT -5
"Bullets will not retain their shape while moving and morphing..."
That's right! I didn't even think of that.
Still not clear on what causes mesh distortions when the sim is not moving. It's slotrayinteractions, or rather, a mismatch in the information contained in slotrayinteractions? Is that what you're saying?
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Post by mauvemorn on Dec 29, 2021 3:34:19 GMT -5
"Bullets will not retain their shape while moving and morphing..." That's right! I didn't even think of that. Still not clear on what causes mesh distortions when the sim is not moving. It's slotrayinteractions, or rather, a mismatch in the information contained in slotrayinteractions? Is that what you're saying? Yes, the bones are not in the list, they have no slot assigned to them or something like that.
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