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Post by macaronimuriel on Nov 8, 2022 10:19:13 GMT -5
I have the sim glass and cuts part down for making a shirt with transparent sleeves, but my problem arises with the texture part. I want a lace design embedded in the transparent sleeve, but it doesn’t come out right in game. In photoshop I separated the sleeves from the rest of the UVs and I layered the base, AO, and Curvature map since I used Adobe Substance Painter. I lowered the opacity on the sleeves and they did become transparent in game, but how do I keep the details on top? also should I keep the arms in the same cut as the sleeves for them to remain visible underneath? Example
Package File
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Post by macaronimuriel on Nov 8, 2022 22:00:35 GMT -5
Update: I fixed the shirt, but still kind of stuck on how to close the holes because there were none in Blender
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Post by mauvemorn on Nov 9, 2022 9:20:43 GMT -5
Hi. To display transparent background, the uvs of Simglass areas must be put away from where the skin texture is, otherwise they will be projecting it instead. Since you are making a top, the available uv space for those simglass uvs is limited to the bottom right corner and between arms. To fit the uvs of the entire garment there, you will need to shrink them dramatically. The smaller the uvs, the worse the texture quality. And those uvs must not be shrank individually, otherwise the difference in the size of the lace pattern will be noticeable. Another problem is the choice of the item to start the package. The one you cloned was split in all those meshgroups to properly interact with accessories, not to assign different shaders. All the tuning responsible for those interaction is still there and you will notice their effect if you will try to put on a sim anything that is in Left wrist, Right wrist or Necklace categories. Each of these meshgroups was affected by different bones than the ones you replaced them with, which can cause additional problems. And lastly, in-game you may notice that the sleeves in the armpit area behave oddly. You can fix this manually but it would be better to just make the sleeves tighter in that area. Also, unrelated to the problem at hand, but you need inner side only in places where it is visible. Everywhere else it serves no purpose and only increases the polycount. If you tried baking textures, you may have notices black spots all over the result. This happens because the uvs of the inner side overlap with the uvs of the outer side. If you have high school years, clone yfTop_EP12ShirtPoloTransparency, export the blend, and study it. If not, here's a package- as you see, only loose areas of the top are separated and have Simglass assigned to them, the skintight areas are not. Instead they are unwrapped where the body is and project the skin texture underneath the pattern. Most of your garment is skintight, only the bottom of the sleeves is loose, so it would be more reasonable to adapt it the same way this top is; - the sleeves are in the bottom right corner, away from the body; - only the collar and the sleeves are sculpted, the texture of the skirt is painted on top of the nude body. You can do it as well, but instead of painting you just bake the diffuse texture from the top to the nude bodyAs for the holes, we need to see the updated file to know what you are talking about
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Post by macaronimuriel on Nov 10, 2022 10:44:52 GMT -5
mauvemorn Very helpful information! Thank you so much. I am going to redo this and I do have High School Years and will study how they did this one. I'm so happy that I am getting better at this. :D
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