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Post by stevandreams24 on Sept 17, 2022 9:10:38 GMT -5
Hi! I just learned how to make my own custom boot mesh for the sims 4 from scratch. These are the steps I've done: I've divided my boot mesh into 3 mesh groups, imported the UV_1 of the reference boot mesh into my custom boot mesh, transferred the weights, and also gave each of the meshes the same color in vertex paint (green). I have loaded up the mesh in my sims 4, but the problem is that the boots do not work whenever I manipulate the calf sliders. Instead, they distort themselves and cause seems to appear. May I know what step/s I still have to take in order for me to fix this issue? Thank you so much. here's the screenshots: imgur.com/a/g972O4qimgur.com/a/xwhouuYimgur.com/a/wFjTpcrimgur.com/a/33EXnBWimgur.com/a/hW1ZAr0
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Post by mauvemorn on Sept 17, 2022 9:50:18 GMT -5
Hi. Please always provide the files. By « imported » did you mean transfer uv_1?
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Post by stevandreams24 on Sept 17, 2022 11:20:57 GMT -5
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Post by mauvemorn on Sept 17, 2022 11:44:54 GMT -5
- clone ymShoes_Supervillain again, export the blend, open,join all meshgroup into one; - select uv_1 and switch to Edit mode. Now compare that uv_1 to yours; - save the blend with maxis shoes, close it. Append this mesh into the scene with your boots and rename it to Reference; - Join your boots into one again, in edit mode select everything with A, remove doubles; - make sure Reference and your boots are visible and selectable; - select your mesh, add Data transfer, choose Reference as Source object, set the rest like in the pic, make sure "UVs" button is enabled, apply; - check what the uv_1 looks like now; - separate back into the right number of meshgroups, assign the right cuts;
- also, the texture is in the area meant for top;
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Post by stevandreams24 on Sept 17, 2022 13:17:13 GMT -5
Oh thank you so much for your help!!! The boots are working pretty well so far! :D :D All I have to deal with right now is fixing the seam that appears at different angles. May I also know what you mean by "also, the texture is in the area meant for top"? I actually put the textures below on the shoe and leg area. I'll put it in the drive folder. Again, I'm just really thankful and glad that the boots are functioning the way they are now for my first blender and cc project. Alt Link: imgur.com/a/fkuVPznAlt Link: imgur.com/a/Pv82IvwAlt Link: imgur.com/a/p3v5fnVAlt Link: imgur.com/a/KN02lMO
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Post by mauvemorn on Sept 17, 2022 14:07:41 GMT -5
If you were to look at the linked template, you'd see that the bottom of it is meant not only for the shoes but the extra space for tops. Then, if you were to look at your diffuse texture, you'd see that you have that extra area flooded with black. The seam happens between meshgroups and is most likely the result of torn uvs. When you transfer the uvs from an item that is split somewhere, the uvs will be torn. Here are the example of the results using the reference that is split in the skirt area and the one that is not You want them to be torn along the seam where the body is uv unwrapped but not elsewhere. However, in most cases these gaps do not cause problems, so it is better to fix them when they appear instead of removing doubles every time and tearing them in the right places manually. - join the top and the middle of boots into one; - switch to edit mode, choose uv_1, enable sync. Select everything in 3d view with A, Select - Select boundary loops; - in uv editor press W, choose Remove doubles, set Merge distance to 0,01,
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Post by stevandreams24 on Sept 23, 2022 5:23:46 GMT -5
I got it now. Thank you!!
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