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Post by lenalechou on Mar 12, 2022 15:35:28 GMT -5
Hello creators, I'm trying to make a new top for my governor: I made the weight transfer, uv_1 but I still have many issues: Here a appear a gap I don't know why: The buttons looked altered: Here is another gap: This area is shining: and the sim's fingers looked cutted: Please can anyone help me? I cloned chief's top and change the texture. ( many areas I painted from the start ) This is my first time making something like this, If you think that I must correct and anything else or you see and another mistakes, please tell me.... Here is my blender file: files.fm/u/ch6gm7mhu#/view/v77nph3un and package file: files.fm/u/ch6gm7mhu#/view/27mc5dswj
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Post by mauvemorn on Mar 12, 2022 16:35:47 GMT -5
Hi. You lost uv_1 in the process of editing the mesh. The buttons are not vertex painted with green. - join all meshgroups together, remove doubles; - vertex paint the whole mesh with 00ff00; - clone ymBody_EF01SwimsuitOnePiece, export the blend, append it in the scene with your jacket; - rename UVMap to uv_1 and transfer it from a swimsuit; - split sharp edges; - assign 0000, clone a tank top that will be your test package, import the mesh there, check how it behaves in ts4;
- separate the mesh into meshgroups, assign cuts, import into your package with multiple cuts. Always check how the mesh behaves in game before splitting it into multiple meshgroups, it will save you a lot of time.
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Post by lenalechou on Mar 13, 2022 10:03:30 GMT -5
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Post by mauvemorn on Mar 13, 2022 12:03:15 GMT -5
The marks on the hands and the blue on the belt are the normal maps. If you cannot edit them use the empty one
Edit the weights under armpits or retransfer weights from a swimsuit
Do not transfer weights to meshes with hands, it will mess up how they are rigged
uv maps must be named uv_0 and uv_1, do not ignore it. The belt has UVMap. The belt distorts for the same reason the bullet accessory did
The pants have 3 uv maps, delete uv_1 and rename UVMap to uv_1
When you encounter the issue, please check everything that can possibly cause it first. It would take less time to do that than wait for me to get access to pc and reply. It's the same issues that you've already encountered and know how to fix
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Post by lenalechou on Mar 17, 2022 8:03:52 GMT -5
Thank you for the help mauvemorn. I followed your steps and I managed to complete the pants. Here is how it looks now in cas: and in game: It looks that is working perfectly. Here is the last blender file: files.fm/u/z42f549xz#/view/tj2vg3ycc and package file: files.fm/u/z42f549xz#/view/4s34behb4Please tell me if I miss to correct something. But I still have 2 issues in belt: The blue spots continiue to appear and I have not put any normal map, shadow or specular but only the texture. And how can I put the cyrcled area behind the lapel because when changing the sim from thin to fat it alters in some places. Please can you help me fix this problems? I have no idea how to fix them. Here is belt's blender file files.fm/u/z42f549xz#/view/tbe7q3h3d and package file: files.fm/u/z42f549xz#/view/2qf23ab2zAnd finally in top now looks that more issues fixed, but the problem is still with the arms : and in fat sims: and this area here: I have no idea which weights I must correct. Please can you sent me a photo? Here is the top's blender file files.fm/u/z42f549xz#/view/se9nvpu7q and package file: files.fm/u/z42f549xz#/view/tf42xqmkp
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Post by mauvemorn on Mar 18, 2022 15:37:31 GMT -5
There's overlapping geometry on the buckle. Select its uvs, remove doubles, recalculate normals To prevent the belt from clipping in the jacket, append the jacket in the scene and adjust the belt with proportional editing enabled Transfer uv_1 and weights from the swimsuit then edit the weights under armpits. See that the sleeve is affected by the spine bone? select a shoulder bone and paint that vertex
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Post by lenalechou on Mar 19, 2022 12:49:00 GMT -5
Thank you so much for the help mauvemorn, you are the best! It seems that the belt is now working perfectly in CAS and in game: I put the shadow, the specular and normal maps but is some areas it is shining... Please tell me if you think that I must correct something else or if I make a wrong map, before I do the rest of lods. Here is the belt's blender file: files.fm/u/d9pm72ddr#/view/mu8e96czh and package file: files.fm/u/d9pm72ddr#/view/36kgpaek3I painted the vertex and now the top not alters. Here is how it looks in CAS : but the is still an issue when I put the shadow, specular and normal maps: I tried to make a proper specular map but it still shining here: Please can you tell me how to correct this? Here is the top's blender file: files.fm/u/d9pm72ddr#/view/73eebw5x2 and package file: files.fm/u/d9pm72ddr#/view/82n2r52c5And finally, I made the gloves, transfer the weights but I have a weight issue: Please can you sent me a photo how to correct that? Here is gloves' blender file: files.fm/u/d9pm72ddr#/view/mv4exf3rr and package file: files.fm/u/d9pm72ddr#/view/rzdnzrx9h
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Post by mauvemorn on Mar 19, 2022 14:13:16 GMT -5
Belt: the shadow map is made completely wrong, normal map has no alpha channel, the .mask of the specular map must be black and white. Shadow maps are meant for the shadow the item casts on the body. Clone any accessory and study its normal map.
Jacket: same thing with shadow and specular maps
gloves: clone a top made of one meshgroup, import gloves there, re-categorize as gloves
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Post by lenalechou on Mar 20, 2022 12:18:21 GMT -5
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Post by mauvemorn on Mar 20, 2022 12:51:50 GMT -5
Please follow the following instead of just reading. Clone yfTop_BlouseRolledSleeves, export its shadow, specular and lod0. Open lod0, choose uv_0, assign the shadow map as the background in the uv editor. You will see that the black shadows exist only in places where the garment casts shadows on the body, not the shadows on the garment. This tutorial explains how to make them.Then set the second file of the specular ( with .mask in the name) as the background. You will see that it is black and white. The white area corresponds with the uvs of the garment. Everything where the garment's texture exist is white. Specular.mask.dds is identical to the alpha channel of the diffuse.
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Post by lenalechou on Apr 2, 2022 13:58:13 GMT -5
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Post by mauvemorn on Apr 3, 2022 6:39:01 GMT -5
The shadow map still does not look right The dark shadows on the shadow map must exist only in places where the garment casts a shadow on the body. In your case it should be the neck, arms and things. Again, clone any jacket and look its shadow map
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Post by lenalechou on Apr 3, 2022 8:14:29 GMT -5
Thank you again for the help mauvemorn. I cloned the top I used as base and adjust the shadows. I think I did the shadow map now without appearing black lines. Here is the package file: files.fm/u/u29q8um6e#/view/f9sx5tavdNow this thread is completed
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