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Post by beckytheidlesim on Apr 3, 2016 6:28:34 GMT -5
Hi, I'm making what I thought to be a simple edit to an Outdoor Retreat hair by adding a fringe however when importing it back into S4S the texture has gone 'dark' on the new fringe... I think this is to do with the UV map but as I am completely new to this I'm not sure...you could say it could be to do with the alignment of the french horn and I'd believe you! I'm not sure where I go from here, I'm flummoxed! Thanks in advance
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Post by j on Apr 3, 2016 7:38:51 GMT -5
You're right, it's the UV map. When you frankenmesh, you splice two (or more) meshes together. Those meshes have different textures, so when you frankenmesh, you're "erasing" one (or more) of the textures as you merge the meshes. Right now your newly attached fringe is mapped on the texture of your base OR hair. Short of creating your own texture that will accommodate both parts, from scratch, your options are: The easier one - Combining the textures like you combined the meshes. You can edit different parts together, or you can combine entire textures. Example: I've combined both textures into one. Since we have very limited space on the UV template for hair, I had to squish both textures (and my UV map parts) by 50% in width to fit them. Cons: resulted in slight loss of quality of the texture due to the squishing. The harder one - you choose one texture to work with and rearrange half/most of your UV map in accordance with the texture you're going with. Example: I chose to stick with the texture of the Cool Kitchen hair for the entire new mesh, so I had to remap 80% of the mesh to arrange the bottom half and the ponytails on the texture. Cons: Really time-consuming. (Although may not be for you if you're just remapping a small "separate" part like a fringe)
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Post by beckytheidlesim on Apr 3, 2016 8:49:18 GMT -5
Thanks Jools, I'm going to read this a couple of times and see how I get on, thank you very much!
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Post by beckytheidlesim on Apr 3, 2016 14:54:35 GMT -5
Woot Woot! Thank you Jools!
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Post by beckytheidlesim on Apr 3, 2016 15:12:23 GMT -5
Different question, same theme... this shot up from 5000 odd to 11K+ for both, I joined the hat chops to my LOD 0 mesh because I gave up on hat compatibility... is this a problem?
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Post by j on Apr 3, 2016 15:18:48 GMT -5
I'd definitely advise against merging all 3 hair mesh groups together. The hair you got the fringe from has hat chops so you could technically create hat chops the same way you created your regular hair - by attaching the hat chop fringe to the hat chop base hair. Alternatively, you can just leave the hat chops of your base hair as they were (so, just leaving the OR hair). They won't have the fringe, but that's still better than a merged mesh.
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Post by beckytheidlesim on Apr 3, 2016 16:42:06 GMT -5
Hmmm... There wasn't a fringe on the base, that's the new addition to the hair. I'd merged the chops because without them it looked as if there were large gaps around the ears, in saying that I didn't check the original file before messing with everything.... I now can't remember whether I saved a version before the merge *dies a little inside*. Does the high count just make it a larger file to render/load... I don't really understand the workings yet
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Post by j on Apr 3, 2016 18:29:42 GMT -5
Yes, I got that you cloned the OR hair and attached a fringe from a different hair to it. My point was that if you want to make a hat chop for your new hair, and you're not up to task of doing that manually using your new mesh, you can combine the 2 hat chops of the two hairs you've combined to create a hat chop for your new hair. So you would combine the hat chop of the fringe with the hat chop of the OR hair to create a hat chop for your frankenmesh. Same exact process as what you've done for the regular hair mesh. If that's too much trouble, just leave the hat chops as they are. I'm assuming you cloned off of the OR hair, so the hat chops will be it, minus the fringe. While that's not perfect, it's better than a buggy mesh. Hat chops are what the hair mesh changes to when a hat is worn, there are 2 different types of hats, that is why all EA hair have 3 mesh groups - the regular hair and 2 hat chops. As a rule of thumb it is generally not a good idea to decrease the amount of mesh groups your original cloned object has, so a hair with 3 mesh groups should have 3 meshgroups. By merging hat chops you're getting rid of the 2 mesh groups. It also pointlessly bloats your mesh since you'll end up with your hair essentially triple-layered over, which is why your hair went to 11k poly.
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Post by beckytheidlesim on Apr 16, 2016 3:08:20 GMT -5
Thanks very much for this Jools.
Would I need to, if choosing the squish option, do this for all colour swatches?
I tried to remap to fit on the existing texture but after creating the hat chops, I'd obviously picked slightly different areas on the UV map for each state to read from, which is very annoying!
Oops, this is a completely different hair now, I'm combining an up do and a long hair, I've appended the latest big hair to the up do as I thought this would probably be best because of the hair line/ detail in the up do like curls, twists etc. But this means I've got limited space.
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Post by j on Apr 16, 2016 6:50:49 GMT -5
You've got two options - either you do indeed do the squish method for every hair colour (to be honest it shouldn't be too hard or take too long), or you can do the grey colour and then create other colours yourself from it (by overlaying colour over the grey and utilizing the layer blend options, if you're working in Photoshop).
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Post by beckytheidlesim on Apr 16, 2016 7:17:38 GMT -5
Thank you, I think I'm going to give the squish method a go but how do you keep track of where you've mapped parts to, so there consistent? I think I'm going to restart this project so hopefully the clean slate will help!
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Post by j on Apr 16, 2016 19:03:40 GMT -5
I'm not entirely sure what you mean, but you can extract the UV layout from Blender as a .png file to use in Photoshop (or whatever you use to create textures).
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Post by beckytheidlesim on Apr 22, 2016 12:07:46 GMT -5
Hey Jools, I figured it out. I selected the part of the file I was mapping to the new squished texture and scaled it to its side of the UV map. I think I just needed to do it, so I could see it, so I could understand it better. Thank you
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Post by rhirhirhi on Mar 30, 2017 2:03:17 GMT -5
sorry I am very new to this, but how do I change a maxis hairstyle to different ages? thanks
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