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Post by Pyroclastic on Jan 28, 2022 7:41:27 GMT -5
I recently overhauled all base game socks to have a mesh so that it can be used with a default replacement for feet and look realistic - I was annoyed to no end by duck feet and toe socks so I customized a feet mesh from a working CC one (which works perfectly) and then socks to fit them. While everything looks great in blender - I manually adjusted UVs for both) socks with geometrical patterns present a distorted effect that I can't seem to get rid of : pic above shows the nifty knitting striped ones. The socks were made by subdividing the base game duck feet until they could be sculpted, so they share the same data such as weights,vertex paint,uv maps - all I can think of currently,and they animate and behave fine except for clipping with some shoes (I have a couple solution in mind for that but I need to solve this first). I noticed the distortion is lesser when the foot size is really reduced using the slider, but I have no clue on how to fix this. Will post .package or .blend if someone wants to examine them
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Post by mauvemorn on Jan 28, 2022 9:12:14 GMT -5
Hi. This is not the texture distortions but the feet mesh poking out through the socks mesh.
Subdividing and sculpting is not how you should do this. The default feet most likely move, morph, and project textures differently then the custom ones. So when they overlap, naturally one pokes through another because they are affected by bones and morphs differently.
First, you should go to the page of the creator of these feet and see if they have already made such socks. If no, consider looking for another default replacement from someone who did.
If no, instead of doing things this way, you need to take those custom feet, delete the mesh between toes, then join them, then offset the mesh a bit. This will be your socks that move and morphs just like the feet they cover. If you are not a cc creator/familiar with blender, it is best to not do this yourself because it is a time consuming process.
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Post by Pyroclastic on Jan 28, 2022 10:52:52 GMT -5
Hi. This is not the texture distortions but the feet mesh poking out through the socks mesh. Subdividing and sculpting is not how you should do this. The default feet most likely move, morph, and project textures differently then the custom ones. So when they overlap, naturally one pokes through another because they are affected by bones and morphs differently. First, you should go to the page of the creator of these feet and see if they have already made such socks. If no, consider looking for another default replacement from someone who did. If no, instead of doing things this way, you need to take those custom feet, delete the mesh between toes, then join them, then offset the mesh a bit. This will be your socks that move and morphs just like the feet they cover. If you are not a cc creator/familiar with blender, it is best to not do this yourself because it is a time consuming process. you hit the nail straight on the head, since the sock texture was getting applied to the feet area and it poked through, though in blender it looked perfect. They were probably animated differently, so that's why they were not in sync anymore so to speak : I verified your theory by classifying the socks as shoes and problems stopped. I think I'm gonna go edit the base feet to make the socks like you mentioned, so if you have any tips on how to best remove the inter-toe area and join the upper parts in a way that doesn't cause other issues late and lets me sculpt a bit so that it looks organice, please let me know! Thank you for pointing me in the right direction <3
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Post by mauvemorn on Jan 28, 2022 11:52:45 GMT -5
They were probably animated differently, so that's why they were not in sync anymore so to speak : I verified your theory by classifying the socks as shoes and problems stopped. nono, that's not it.
Let me use a more obvious example, a bracelet.
The bracelet covers a specific area of the arm. When you change the thickness of the arm, the bracelet conforms perfectly. When the arm moves, the bracelet moves the same way as well. Why? Because the bracelet is affected by morphs and bones the same exact way as the area of the arm it covers. If you will only change the placement of the bracelet, it will move and morph as it used to, not as it should now.
If you will reclassify the bracelet as a top, the whole upper body will disappear the moment you put it on (like, you cannot wear two tops, right). So the problem will not be resolved. The same exact things happens with socks. The custom feet are affected by bones and morphs differently, so they clip into the socks made from default feet.
When you reclassify them as shoes, the nude feet underneath simply disappear because they are in the same category.
You can try to transfer weights and uv_1 from custom feet to the default feet that will become socks, but there aren't many chances that it will work as perfectly
The idea is to remove the definition between toes.
While i cannot walk you through this, i can give a few hotkeys: - Delete - Faces ( to delete faces); - Delete - Dissolve edges/ vertices ( to dissolve edges or vertices without creating a hole); - Alt M - Merge ( to weld to vertices into one); - Alt-LMB-click (to select an edge loop); - Shift-LMB-click (to select multiple edges, vertices, faces); - Ctrl J ( to connect two vertices)
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Post by Pyroclastic on Jan 28, 2022 12:12:33 GMT -5
They were probably animated differently, so that's why they were not in sync anymore so to speak : I verified your theory by classifying the socks as shoes and problems stopped. nono, that's not it.
Let me use a more obvious example, a bracelet.
The bracelet covers a specific area of the arm. When you change the thickness of the arm, the bracelet conforms perfectly. When the arm moves, the bracelet moves the same way as well. Why? Because the bracelet is affected by morphs and bones the same exact way as the area of the arm it covers. If you will only change the placement of the bracelet, it will move and morph as it used to, not as it should now.
If you will reclassify the bracelet as a top, the whole upper body will disappear the moment you put it on (like, you cannot wear two tops, right). So the problem will not be resolved.
The same exact things happens with socks. The custom feet are affected by bones and morphs differently, so they clip into the socks made from default feet.
When you reclassify them as shoes, the nude feet underneath simply disappear because they are in the same category.
You can try to transfer weights and uv_1 from custom feet to the default feet that will become socks, but there aren't many chances that it will work as perfectly
The idea is to remove the definition between toes.
While i cannot walk you through this, i can give a few hotkeys: - Delete - Faces ( to delete faces); - Delete - Dissolve edges/ vertices ( to dissolve edges or vertices without creating a hole); - Alt M - Merge ( to weld to vertices into one); - Alt-LMB-click (to select an edge loop); - Shift-LMB-click (to select multiple edges, vertices, faces); - Ctrl J ( to connect two vertices)
so if I understood the first part correctly, to make the socks I derived from base game behave correctly, I would have to mod how they react to morphs and animations because they still behave like they were originally made to do? it makes sense I made them into shoe because I knew the game would make the bare feet disappear, whereas socks are just applied on top of them - my mod also gave them a mesh whenever selected in CAS, so the distorted part was the bare foot painted with the texture poking through Oh yeah I tried both weights and uv with a tutorial right here (I searched a lot before finally giving up and posting) and sadly it got slightly worse! I'm familiar with all those commands except dissolve which I've never played with, so it's research time! thanks for all your help, you were great :D I have my work cut out for me I guess! if you have time I have two more questions : - what's an acceptable poly count for a CAS part in your opinion? it's easy to get carried on with sculpting - when a sim gets dirty and gets the dirt overlay, their body parts (which I default replaced with custom models) are swapped with the original EA meshes. Why does this happen and how can I prevent it?
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Post by mauvemorn on Jan 28, 2022 13:14:39 GMT -5
- what's an acceptable poly count for a CAS part in your opinion? it's easy to get carried on with sculpting - when a sim gets dirty and gets the dirt overlay, their body parts (which I default replaced with custom models) are swapped with the original EA meshes. Why does this happen and how can I prevent it? - Maxis meshes do not go above 10k tris so yours shouldn't either unless absolutely necessary - hmm, that is strange because it should just be an overlay with no body parts attached. When this happens, are you looking at the mesh from afar? if the game has lower graphics settings, you'd be seeing lod1-3 when zooming out. If you did not replace the lods, so it may be that.
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Post by Pyroclastic on Jan 28, 2022 15:30:47 GMT -5
- what's an acceptable poly count for a CAS part in your opinion? it's easy to get carried on with sculpting - when a sim gets dirty and gets the dirt overlay, their body parts (which I default replaced with custom models) are swapped with the original EA meshes. Why does this happen and how can I prevent it?
- hmm, that is strange because it should just be an overlay with no body parts attached. When this happens, are you looking at the mesh from afar? if the game has lower graphics settings, you'd be seeing lod1-3 when zooming out. If you did not replace the lods, so it may be that.
exactly what I thought about it being an overlay, however I used the same mesh for all LODs and have my settings to ultra ,it never changed when looking up close either
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