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Post by beartobear on Jul 24, 2022 12:13:31 GMT -5
I finally managed to make a hairstyle, but thought it would be wonderful to get feedback and maybe some tips from better creators to improve my cc as well! 1drv.ms/u/s!AgaplwfgSzN-ldw6-GvA8OJ-XkDHFQ?e=O4ifyv blend and package files 1drv.ms/u/s!AgaplwfgSzN-ldw7QPlCG32hMzDUNQ?e=UDDkFi screenshots cause I can't upload them directly here
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Post by mauvemorn on Jul 24, 2022 16:57:55 GMT -5
Hi. You should always start by studing a similar maxis item 1). delete the geometry that covers the hole in the hairline, it does not align with the scalp; 2). There is loose geometry in the scene. If the process of modelling included deleting or extruding anything, it is best to end it by selecting everything with A and Mesh - Clean up - Delete loose; 3). There should be two uv maps: uv_0 and uv_1. The first one projects the textures, the second one is responsible for morphing. In your case, there is one uv map with the wrong name that projects textures of the hair and two uv maps for the hairline only; - choose uv_0, enable sync, select the uvs of the hairline, in 3d view press P, choose Selection to separate the hairline; - rename the hairline to Hairline; - expand the rig, make head_2 and top selectable; - select top, in 3d view press Shift D, then Esc to duplicate. Do the same with head_2. Select top.001, Shift-select head_2.001, press Ctrl J to join, rename to Reference; - select the hair again, delete both uv_0 and uv_1, rename UVmap to uv_0, create uv_1; - add Data transfer modifier, choose Reference as Source object, set the rest like in the pic, apply; - select the hairline, delete uv_0, rename UVmap to uv_0; - shift-select the hair, join; - delete Reference. 4). The hair should always be rigged manually, not through weight transfer. The neck bone should not affect the tail and the transition between bones should be smoother 5). This hair must be vertex painted with 3 colors 6). It would be best to unwrap the uvs in uv_0 the maxis way but i'll leave them as they are 7). do not unparent feet, do not do anything to body parts under the rig, the game may not like that Here are an edited blend and package files
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Post by beartobear on Jul 25, 2022 0:27:44 GMT -5
Oh, wow. I knew I made bunch of mistakes but didn't think there were that many. Thanks for the detailed info, I'll try to look through it!
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Post by anna04k on Jul 26, 2022 13:33:04 GMT -5
Here are an edited blend and package files Sorry a bit out of topic, but do you have some good guides or links on how to create a hair with Blender footsteps ? I have no issues with modeling the hair or texturing, only the blender steps of transferring weights and rigs. I've been looking for this information for quite some time now and can't seem to find proper guide for it, there is no Youtube videos about of it other than speedmeshing - which I have no issues with since I model it in 3D max/maya and just want to port the hair to Sims 4 game.
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Post by mauvemorn on Jul 27, 2022 10:13:19 GMT -5
You should not transfer weights to the hair. You did and the ponytail was affected by the neck bone. This and jagged transition between vertex groups are what happen in most cases. Instead do it manually
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