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Post by Fwecka (Lolabellesims) on Oct 8, 2022 1:31:01 GMT -5
The UV island for the back is smaller than the UV islands for the front. Generally, bigger islands = better textures. It's best to make your UV islands as big as you can, although obviously you don't want them to be all the same size. If you're in Blender 2.76 you can enable sync in the UV editor (found at the bottom of the screen); that way, you don't have to have the mesh selected for the UV islands to be visible. You will also have to press N to open the side panel and change the shading. This will make it so that you can see how the texture looks in real-time as you adjust the size of the UV island. If you're on Blender 3.3 I'm not sure how to do this as I just started using 3.3 four days ago. I think if you have the shading set to material preview it does the same thing. One other note. The dress is way too high-poly. You can use decimate though it'll wreck your topology. In Marvelous Designer, always model in quads and keep your particle distance high. If body parts clip through that you know you'll delete later don't worry about it. I think you can retopologize your mesh in MD but I'm not sure about that. I've discovered Retopoflow which I really like. It's easy to use.
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Post by Fwecka (Lolabellesims) on Oct 8, 2022 2:02:03 GMT -5
Blender displays things differently than does Studio and the game so sometimes things will look fine in Blender but your mesh will have problems in the game. In your case, if you look carefully in Blender and compare the flowers on the back with the flowers on the front you'll see that some are slightly stretched and some are a bigger size than the same flowers on the front. The size and shape of your UV islands can affect how the texture looks in the game.
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Post by Fwecka (Lolabellesims) on Oct 8, 2022 3:01:01 GMT -5
Well, I can tell you from long experience that your UV islands have to be in the correct proportions with the other UV islands or you get texture issues. For instance, the skirt is a large part of your mesh so its UV islands will be bigger than the UV island of, say, the boob area or the sleeves--that's to be expected--but they all have to be sized in relation to each other. The front skirt and the back skirt are roughly the same sizes so the UV islands should be the same size. How to explain this...as a test, select and unwrap your entire mesh and you will see how the UV islands end up size-wise. If you want to see how the texture looks with the new UV islands then assuming you have a texture that is all one pattern (one that covers the entire image) import it into Blender and you can then see how the texture looks with your new UV islands. I don't know how to import a texture in Blender 3.3, however. Anyway, I hope I'm making sense.
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Post by Fwecka (Lolabellesims) on Oct 8, 2022 4:20:04 GMT -5
Here. I made a test package so you can see what I mean. All of the UV islands are in proportion to one another as they should be and as you can see there is no blurring. Edit: It's not the texture; it's the UV islands. Look at the mesh of the other creator's file. You'll see the back and front UV islands are roughly the same size. I don't know what else to tell you. You asked for an answer and I'm giving you the answer. The UV island for the dress's back isn't sized right. It's too wide, as well. You can futz with the size of the island or you can do the following: 1) Open your mesh in Blender. 2) Separate the dress from the body. (In the UV editor, enable sync, face mode, and select each of the dress's islands with L, separate with P) 3) Put the dress in edit mode. 4) In the UV editor, choose UV>seams from islands. 5) Unwrap the dress. Put the islands off the map somewhere. 6) Join the dress with the body. 7) Put the new UV islands back on the map making sure to not overlap anything with the body's UV islands. 8) If you have to scale down the new UV islands scale all of them at once. This way, they will all remain in proportion to one another. Keep the islands as big as possible. 9) You can use the CAS map for help in placing the islands. Since the dress is full body, you can use the tops and bottoms of the map. 10) In the UV editor, select all of the islands, then choose UV>Export UV Layout. 11) Open the UV layout in Photoshop and adjust the texture to the new UV layout.
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Post by Fwecka (Lolabellesims) on Oct 8, 2022 4:52:11 GMT -5
Here. I made a test package so you can see what I mean. All of the UV islands are in proportion to one another as they should be and as you can see there is no blurring. I understand what you are saying but that's not the problem. That still doesn't explain my previous problem. Two identical files but the new generated package is blurry. The original is high quality. They have the same mesh and textures. For some reason new packages are generating blurry. 100% identical to eachother Share the original creator's file or point me to a URL. I'll compare it with yours. Edit: I noticed that the texture for that back of the dress is smaller than the texture for the rest of the dress. The flowers are smaller. It looks like you scaled the texture down in Photoshop for that part of the dress. It's better to keep the texture uniform AND keep the UV islands in proportion to one another. You will get far better results this way.
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Post by mauvemorn on Oct 8, 2022 8:21:21 GMT -5
Hi. Why there is a difference in quality between s4s and blender: If you will import 2048x4096 texture in a blender material, it will be displayed as 2048x4096. If you will import 2048x4096 texture in s4s, it will be displayed in the default TS4 size, 1024x2048. S4S does not change the dimensions of the file but it displays it sized down. The sims 4 will do the same thing UNLESS you will manually change the default dimensions in GraphicsRules.sgr. Why there is a difference in quality between the first and the second dress: The longer dress has bigger uvs that require more space. To fit them, you made them smaller. Smaller uvs = worse texture quality.
As Fwecka mentioned, you must not scale the uvs individually unless the difference in texture quality between them is acceptable. Otherwise the flowers will be bigger on the front of the dress than they are on the back, for example. But if you have, say, a zipper or a button, you can make it bigger because it will not be using the same pattern.
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