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Post by plumbobgrrrl on Oct 27, 2022 14:45:39 GMT -5
I've made a skirt but when I import it into s4s there is no legs and has a face on it but any texture where bottoms should be does not work, I think this might be to do with a mistake with UV mapping but I don't know how to fix it. Just for some background I created the skirt in blender 3.3 and copied it into blender version 2.79 into a document with a black pants mesh. The skirt is a torus. Here is the file link: drive.google.com/file/d/1tNf71SkMgHaIOmjlMpojZi4qnSztxrWl/view?usp=sharing I'd be so grateful if somebody could help me out thank you!
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Post by mauvemorn on Oct 28, 2022 10:20:37 GMT -5
Hi. The beta version of s4s supports Blender 3.3, you do not need to jump between versions. You need to watch a tutorial on making clothing for The sims 4 specifically. You are creating an item for a game, so it needs to be adapted to function in it Clone a similar maxis skirt and study how it's made. Yours must be made the same way: - The skirt is joined with the body and the area of the body covered by the skirt is deleted. If you were to look at uv maps, you'd see that the uvs of the skirt are in the space where the deleted parts of the body were; - there are two uv maps with specific names: uv_0 and uv_1. uv_0 is responsible for projecting textures, so your skirt's uvs must be in the specific location and not overlap with other uvs. uv_1 is responsible for morphing; - The uvs must be in the pelvic area of the uv_1 to morph as intended. The skirt must be painted with two colors to not sink between the legs. And bones must affect it to certain degree in specific areas, not fully and to the max. For that reason you need to transfer weights, uv_1 and vertex paint from the reference that is similar to yours. Here are the settings but it will be covered in greater details in the tutorial: - you will also notice that the wireframe of your mesh is a lot more dense than that of maxis. That is a bad thing that will make the file weight more and the mesh move and morph worse
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Post by Fwecka (Lolabellesims) on Oct 29, 2022 1:57:00 GMT -5
I have a tutorial in my signature that explains a lot. All credit goes to Mauvemorn, however. All I did was organize the information into a tutorial. And one of the first tutorials I used was this one. It's an old tutorial, however. 1. Some tuts say you need Blender 2.70 to transfer weights. You don't. Use Mauvemorn's instructions instead. 2. You can transfer vertex paint (!!! I didn't know this !!! ). Since your skirt is short and tight the vertex painting is simple, if I understand correctly. Longer flowing skirts are the ones that have more complicated vertex paint. Vertex paint is needed so that your item will work with the CAS sliders. It works hand-in-hand with the uv_1 which also affects the CAS sliders. 3. Your skirt has too high of a polycount. You can easily reduce it by dissolving edges. Edit mode, edge select, hold alt to select entire edge loops; shift + alt to select multiple edge loops. X > dissolve edges. Go through your skirt and dissolve every other edge loop both vertically and horizontally. To make your LOD 1, dissolve more edge loops, repeat the process for the other LODs. 4. You need to use the CAS map to place your uv islands correctly. Edit mode, press A to select your entire skirt. In the UV editor, press A to select everything. At the bottom of the UV editor go to image > open image and open the CAS map. You'll see that your UV island is partly in the area for tops. It shouldn't be there. 5. Delete the body parts that are under the skirt. If the rig's body parts are in the way, in the upper right corner, unfold the rig and press the eye icon next to each body part to hide them. 6. Place your skirt's UV island in the area that used to hold the sim's hips and upper thighs UV islands. You know, the parts of the sim's body you just deleted? Stick your UV island in that part on the CAS map. DO NOT let your UV island overlap the body's UV islands. If you do, your skirt will pick up the body's skin texture. Don't let your UV island overlap the area for tops, either. Or it will pick up the top's texture. 7. Be sure to close the holes at the bottom--select the top edge, E to extrude, move your mouse inward, M to merge at the center. Select new faces, U to unwrap. Scale the new island down and tuck it between the legs on the CAS map. Do the same with the bottom of the skirt. 8. Be sure to split the edges of the top and bottom where you closed the holes our you'll get ugly shading. Mark the edges sharp and use the edge split modifier.
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