|
Post by crimsonperfectionist on Aug 18, 2022 22:43:27 GMT -5
Hi there! I'm actually here to ask for help about two different pieces of cc that I've been working on. The first one is an object head monitor that's still in the works. It works fine in-game but my problem has been the uv map. While I was able to guess the placement of some details, I really can't figure out why it doesn't look like the way it should if I place the actual proper uv map unto the mesh. Whenever I do, it looks like this: (if image doesn't work, here's the link to the photo: www.flickr.com/photos/194570823@N08/52295454696/)I've already pressed SY 0.5 to fix the UV and it worked with other meshes but for this one it doesn't so I'm pretty stumped. For the second one, it's a glass tank that I'm converting into an accessory for a friend. Like above, it works fine and shows up in CAS but for some reason it has the missing textures skin: I've already tried following the tutorial on removing the hat compatibility but I probably messed something up while doing it. Here are the following links: HEAD MONITOR: simfileshare.net/download/DKzbYr6tSlpFUXZuRwj1cuIY3LKdjJcFrae8qzX6vwShxDB259Eoe6RhPYcSxgej/GLASS TANK: simfileshare.net/download/9dUtgJDx19frJq0Ixfkq9Bal4U1k0A9WTR4x2QwBPySjyGm5lbvfn27hywHGL2LA/Any help is welcome and appreciated
|
|
|
Post by mauvemorn on Aug 19, 2022 3:01:52 GMT -5
Hi. Head monitor: the file that you shared looks fine for me ( although you should split sharp edges at the bottom). Make sure you are importing the right texture/viewing the right file/saving the blend file in the version that has s4studio cas tools Glass tank: do you have star wars pack disabled? The shadow map is referenced. Make it blank and it should be fixed. Also, delete all vertex groups and assign the whole mesh to b__ROOT_bind__ so that it does not fly
|
|
|
Post by crimsonperfectionist on Aug 19, 2022 4:25:29 GMT -5
Hi. Head monitor: the file that you shared looks fine for me ( although you should split sharp edges at the bottom). Make sure you are importing the right texture/viewing the right file/saving the blend file in the version that has s4studio cas tools Glass tank: do you have star wars pack disabled? The shadow map is referenced. Make it blank and it should be fixed. Also, delete all vertex groups and assign the whole mesh to b__ROOT_bind__ so that it does not fly Hi mauvemorn! :D Thank you for your help once more! Monitor: Alright, I was able to split sharp edges and I only use Blender 2.7 and it has s4s cas tools installed btw. However for some reason, the uv still doesn't match the mesh? I updated the file to show you what I mean. Look at the second swatch which is the actual proper uv map that I exported as a reference but for some reason, it doesn't align properly with the mesh even though I've done the SY 0.5 part. The first swatch was just me estimating where to place stuff even though it doesn't align properly with the actual UV map. updated monitor link: simfileshare.net/download/4Quu2S5nTCRNCbpTkwVtJkNbk8k6KYOcRKjxRdYew4a83NmteGBBnsDWrzYYWOEq/
|
|
|
Post by mauvemorn on Aug 19, 2022 13:29:28 GMT -5
That texture just does not match the uvs. - in Blender choose uv_0, switch to Edit mode, in uv editor select all uvs with A, assign the texture, and you'll see that; - just generate a new uv layout image and overlay it If you do all of this and the texture matches the uvs in Blender, then the file is not being overwritten. Then you'll need to share the blend
|
|
|
Post by crimsonperfectionist on Aug 20, 2022 11:42:51 GMT -5
|
|
|
Post by mauvemorn on Aug 20, 2022 14:25:16 GMT -5
This package is tuned to completely exclude the hair and some sliders. Select CAS part, in the search bar to the right type " exclude", put 0 in every field
|
|
|
Post by crimsonperfectionist on Aug 26, 2022 8:37:57 GMT -5
This package is tuned to completely exclude the hair and some sliders. Select CAS part, in the search bar to the right type " exclude", put 0 in every field Sorry for the late reply! But your solution worked! Thank you very much for your help! :D
|
|