|
Post by crimsonperfectionist on Mar 26, 2022 13:07:57 GMT -5
I've been trying to learn how to do conversions lately but I'm kinda stumped at the moment since every time I have the sim wear the accessory, it makes the Sims's whole body disappear in CAS. I was wondering on what part exactly I'm doing wrong. I read up on some of the forums here that it's sometimes caused by the shadow and specular map so I tried to fill it in but it yielded no results and idk I just need someone to explain it more in-depth to me and on where I went wrong :/ Here's the file: simfileshare.net/download/3067474/Thank you in advance for any help!
|
|
|
Post by mauvemorn on Mar 27, 2022 12:49:06 GMT -5
Hi. The texture sized must be the following: Diffuse and Shadow: 1024x2048 Specular: 512x1024 Normal: 1024x1024 ( depends on the item ) Your shadow and normal are of wrong sizes. Also, the normal has no alpha channel, make sure to save it as bc3 (or dxt5 in older versions)
Two more things, the mesh should be assigned to the head bone fully ( to 1), not by half (0.5). And you can vertex paint the mesh with black to prevent it from morphing.
|
|
|
Post by crimsonperfectionist on Mar 28, 2022 11:29:41 GMT -5
Hi. The texture sized must be the following: Diffuse and Shadow: 1024x2048 Specular: 512x1024 Normal: 1024x1024 ( depends on the item ) Your shadow and normal are of wrong sizes. Also, the normal has no alpha channel, make sure to save it as bc3 (or dxt5 in older versions)
Two more things, the mesh should be assigned to the head bone fully ( to 1), not by half (0.5). And you can vertex paint the mesh with black to prevent it from morphing.
ohhhh alright! I'll do my best following your instructions and update you if all goes well. Thank you for your help! :D
|
|
|
Post by Fwecka (Lolabellesims) on Mar 28, 2022 23:58:39 GMT -5
Just tossing in my two cents here. You can tell if your mesh is assigned 100% to a weight if it's red. If the mesh is blue, then it's not assigned at all (0%). It all has to do with animation and how much influence a sim's body part has on your mesh's animation. In your case, you want your mesh to 100% move with your sim's head so it has to be 100% assigned to the sim's head. Does that make sense? To assign the weight, select your mesh, edit mode, click on the tab with the upside-down arrow. Under vertex groups (Blender calls weight "vertex groups" for some reason) select b__Head__ then click the assign button. If you enter weight paint mode you should see that your mesh is red. When Mauvemorn says "1" she means 100%. "0.5" just means 50%. I'm being overly helpful but I hope this helps
|
|
|
Post by crimsonperfectionist on Apr 12, 2022 8:42:27 GMT -5
Just tossing in my two cents here. You can tell if your mesh is assigned 100% to a weight if it's red. If the mesh is blue, then it's not assigned at all (0%). It all has to do with animation and how much influence a sim's body part has on your mesh's animation. In your case, you want your mesh to 100% move with your sim's head so it has to be 100% assigned to the sim's head. Does that make sense? To assign the weight, select your mesh, edit mode, click on the tab with the upside-down arrow. Under vertex groups (Blender calls weight "vertex groups" for some reason) select b__Head__ then click the assign button. If you enter weight paint mode you should see that your mesh is red. When Mauvemorn says "1" she means 100%. "0.5" just means 50%. I'm being overly helpful but I hope this helps Thank you so much to you and mauvemorn's help! :D I finally have time to make cc and my cc finally shows up in game Just one last question, I placed a bump map on my normal map but for some reason it's not showing up in game? It's the only thing not working so I just wanted to ask for any input in this. I updated the file in the link: simfileshare.net/download/3067474/
|
|
|
Post by mauvemorn on Apr 12, 2022 8:47:27 GMT -5
Are you checking on the highest graphics settings?
|
|
|
Post by crimsonperfectionist on Apr 12, 2022 8:50:58 GMT -5
Are you checking on the highest graphics settings? I am my settings are on Ultra
|
|
|
Post by mauvemorn on Apr 12, 2022 9:11:17 GMT -5
The normal maps are tied to geometry and vary in size. Earrings seem to not have normal maps, so you cannot know what the right size is meant to be for them. You can try making a map 1024x2048 (not by stretching it but by adding space at the bottom) to see if it will align. If not, clone some accessory that comes with a normal map and re-categories it
|
|
|
Post by crimsonperfectionist on Apr 12, 2022 10:20:22 GMT -5
The normal maps are tied to geometry and vary in size. Earrings seem to not have normal maps, so you cannot know what the right size is meant to be for them. You can try making a map 1024x2048 (not by stretching it but by adding space at the bottom) to see if it will align. If not, clone some accessory that comes with a normal map and re-categories it I double checked the size of my normal map and the size is indeed 1024x2048, I tried cloning a bracelet but the details still appear to be missing. :( Hmmm, is there a specific bracelet that does have a normal map? I tried out a lot of the bracelets and none of them seem to have any.
|
|
|
Post by mauvemorn on Apr 14, 2022 10:12:37 GMT -5
Sorry for the wait, forgot to check. I haven't checked all accessories but the ones that could have them do not have them. The only exception is the hat, but the hat's normal map is limited to its space on the template. So you could either move your uvs to that area and edit the region type after or just forgo the normal map
|
|
|
Post by crimsonperfectionist on Apr 14, 2022 10:45:54 GMT -5
Sorry for the wait, forgot to check. I haven't checked all accessories but the ones that could have them do not have them. The only exception is the hat, but the hat's normal map is limited to its space on the template. So you could either move your uvs to that area and edit the region type after or just forgo the normal map The UVs are actually already placed on the hat area How do I edit the region type?
|
|
|
Post by mauvemorn on Apr 14, 2022 12:07:38 GMT -5
Like this In the warehouse tab choose region map, click edit entries. Then select the first entry and change regiontype to base. Change layer to 0. Select the second entry and click on remove
|
|