|
Post by cawcrow on Nov 11, 2024 19:50:10 GMT -5
Help please! This is my first time modeling and making CC for sims 4. I made this tail and tried following a ton of tutorials and tips from the internet, but I always end up with the same problem. Everything I make on blender and import into S4S has this weird, "transparent" look. I don't know exactly how to call it, but just by looking at the tail I can tell something is kinda off. Photos of what is happening and my files.
|
|
|
Post by mauvemorn on Nov 12, 2024 6:29:58 GMT -5
Hi. If the goal is to learn how to make content for ts4, it is best to start from an item that exists among maxis ones. This way you will have an example of how something needs to be adapted to work in-game, so it would be just a matter of recreating this data. In this case, its unclear how exactly something is meant to work, so some jumping over hoops would be required. Anyway, if you were to look at maxis maps, youd see that the texture goes a bit outside of uvs. When an image is saved as dds or converted to it, when mip maps are generated, these borders of the texture mix with the transparent background. If there is no margin like on maxis textures, the uvs start to project the transparent background. And this is what this blue lines are Other issues: - this type of item should morph with the backside to not clip into it. For this, it needs to be vertex painted and have uv_1, but both would need to be edited to disable morphing along the length of the tail; - for the same reason, it would be best to transfer weights from the body to where the tails connects to it; - you image has flat colors currently. To add shadows, you need to bake textures in blender, which is a process of converting how a mesh is shaded in the viewport to an image. When there is overlapping in uvs, blender does not know from what area of the mesh to bake. So when you unwrap, you need to avoid this. That said, i assume you made your item with curves, so if that is the case, they should have came with uvs. If you still happen to have the file before conversion, best to go there; - one pixel can display only one color, so bigger uvs = more pixels to bake shading to = better image quality. You need to utilize the available u space more efficiently If you do have a version of the blend before curves were converted, please share it and ill walk you through the process. If no, tell me
|
|
|
Post by cawcrow on Nov 12, 2024 9:12:50 GMT -5
Hi, I didn't use curves, I made the entire tail with cubes following this video, then I did the pose using bones. The only other version I have is before posing the tail and putting all the pieces together. It's this one.
|
|
|
Post by mauvemorn on Nov 14, 2024 5:12:28 GMT -5
My apologies for a very belated reply, forgot to answer - open the blend you imported into the package; - unless you want the tail to remain in flat colors, you need to re-unwrap the mesh to be able to bake textures. It is best to watch a video on the topic of unwrapping, but the idea is to put seams in places where they are the lest visible, so that the uv island flattens without overlapping and stretching. Heres an example of that; - once done re-unwrapping, select all uvs, UV- pack uvs; - assign the template, select all uvs, press S 0.24 to shrink them, then R 90 to rotate, press G to put in the space for hats; - with all uvs selected, UV - Export uv layout, set opacity to 0; - create a new color attribute, choose Face corner and Byte type, leave the color as black; - bake the diffuse texture as shown here from 5:50 to 7:38 In the future, if you need to model something similar, look up how to do this with curves, it would be faster and easier
|
|