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Post by theking13 on Sept 11, 2022 14:28:26 GMT -5
Hi, I've previously created a CC shoe by modified a shoe into the shape I want and adding custom textures. I've now created a custom outfit by merging two Sims 4 clothes together and then heavily editing the mesh with custom textures I created. I'm now trying to finalize the package but something with the rigging and also the shadow map breaks in game. I did a transfer weights using the sim nude mesh and it works fine in Blender but breaks in game. All the cas parts where copied from the original Sims 4 suit I exported. Not sure what I'm missing or doing wrong. Link to CC
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Post by mauvemorn on Sept 11, 2022 15:17:52 GMT -5
Hi. In 2.76-2.79 versions of blender the weight transfer process and default settings differ from 2.7, there are a few extra steps you must do - select the reference,shift-select your item, switch to Weight paint, click Transfer weights, choose the same settings as in the pic. Then use Clean tool with All groups and Limit total with 4. Other things: - when choosing a reference, go for the one that is of similar type (skirt-like bottom or legs) and length. Legs and skirts are rigged, uv unwrapped in uv_1 and vertex painted differently; - each meshgroup has 3 uv maps. There should be only 2: uv_0 and uv_1; - the uv_1 is messed up, needs to be re-transferred; - the mesh is not vertex painted; - see dark shadows along sharp edges? Need to be split; - make sure the item works as intended in-game before splitting it into meshgroups or you might have to re-do it again.
You should join all meshgroups back into one, delete the third uv map, find a reference with a skirt of similar length, transfer weights, uv_1 and vertex paint from it.
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Post by theking13 on Sept 13, 2022 13:23:47 GMT -5
Thanks for all the tips and information. I managed to fix most of the issues with mesh by using a different base template with less parts. The black lines around the legs were caused by saving in PNG instead of now using DDS for shadow map textures. The only issues are the skin parts of the new mesh are light as seen near the neck and feet, not sure what is causing it as it's only on the skin. There's also some also part of the mesh that's has a grap which I think is a weight painting issue as all the doubles are removed. Link to updated files.
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Post by mauvemorn on Sept 13, 2022 14:38:43 GMT -5
The normal map is too light. Export it as dds and compare to that of a maxis item. The "gaps" that you are seeing are missing texture. You need to add margins to the texture in diffuse. In the render tab scroll down to Bake, choose Texture, set margins to 7, hit Bake, save the texture. In the image editing software open the original diffuse, put the re-baked one underneath it, save, re-import.
Also, do not transfer uvs from a mesh with removed doubles. See how stretched the uvs are in uv_1?That is why. It is also best to never transfer any data to the body, it is already adapted to perfection, this will be messed up to various extents.
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Post by theking13 on Sept 14, 2022 15:39:53 GMT -5
Thanks for all the advice, I fixed all the issues with the CC and it looks good in CAS. Only a insignificant issue is with the transfered UV_1 in the second image, But doesn't seem to affect the item in CAS. So it all looks good with the shoes I created before this. Thanks
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Post by mauvemorn on Sept 14, 2022 16:21:32 GMT -5
yeah, that is what i was referring to, and yeah, this should not cause other problems
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