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Post by jwofles on Jan 28, 2017 12:38:02 GMT -5
I use blender 2.77 (is that the problem??) and the newest sims 4 studio. I'm making a new mesh skirt and I made the UV map in blender - here is it. So yeah that's fine or whatever, not perfect but it's a UV map. I'm just using an AO bake as a base texture and to test it. So in Blender it looks fine - But, in sims 4 studio it looks completely wrong - obviously the gre skin I can remove but you can clearly see that the UV map I made isn't applied. Then, if I apply the original texture to the mesh it looked fine (except that it didn't fit at the top obviously since my mesh is different) but it seems like my skirt has the old meshes UV or something weird. What have I done wrong? here's the .blend file. www.sendspace.com/file/or5fli
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Post by Kouukie on Jan 28, 2017 13:03:05 GMT -5
Can you please link the package as well?
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Post by Kouukie on Jan 28, 2017 13:15:07 GMT -5
While waiting for your .package, I immediately noticed a major issue with your mesh. The back side of your skirt is completely black, meaning it won't be visible in game: 1. Select the area that is black (You can see the black areas by going into "Solid" at the bottom for the texture view) 2. On the left hand side, select "Shading/UVs" 3. Select "Flip Direction" You could select the entire mesh and click "Recalculate", but sometimes that doesn't work properly. If you still find some stray black areas, select those pieces and redo the steps I just explained. Now the back of your skirt should like like this I also noticed that your mesh has 2 rigs. Delete the rig that says "rig.001"
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Post by jwofles on Jan 28, 2017 13:51:37 GMT -5
Sorry for the late reply :P Thanks for letting me know about the flipped UV, that actually kind of fixed the texture on the back of the skirt a bit in s4s (but yeah it's still bugged out) Here's the package www.sendspace.com/file/s6yaofAnd this is bake that I'm using www.sendspace.com/file/y4a5q2Thanks! EDIT- Also, I forgot to mention I'm followed your tutorial for this :P I followed the video step by step though and I'm not sure how I screwed up with the UV.
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Post by inabadromance on Jan 28, 2017 14:06:55 GMT -5
The problem you're having is overlapped geometry. This is cause by cut numbers not matching the original mesh. You need to export the original EA mesh and check how the groups are divided and their respective cut numbers. Your mesh must match exactly.
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Post by jwofles on Jan 28, 2017 14:18:41 GMT -5
The problem you're having is overlapped geometry. This is cause by cut numbers not matching the original mesh. You need to export the original EA mesh and check how the groups are divided and their respective cut numbers. Your mesh must match exactly. Oh my gosh! Thank you so much, I changed the cut number to the one the original mesh (as you can see in the bottom right of the gif) and it shows up perfectly now! Thanks. I just need to fix that grey, do the texture and fix the missing polys in the leg and it will be done :3 Thank you @pxelz for the great tutorials and that UV thingy & thanks inabadromance for telling me about the cuts <3 <3
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Post by jwofles on Jan 28, 2017 14:23:43 GMT -5
Oh shoot, sorry @pxelz I saw you posted that thing and I refresh and it's gone. I still read though and I'll do it (since I figure that it's important to have multiple groups because it probably affects the animation or it has to affect something important). But yeah, sorry you wrote all the out, but it's still helpful so thanks <3
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Post by inabadromance on Jan 28, 2017 16:35:14 GMT -5
i would like to add that even if you changed that group's cut number, your mesh still has extra and overlapped geometry. As you can see on the original mesh, there are 3 groups. Skirt, middle leg and ankle. That's how it should be laid out. If you change your full bottom onto a different cut number, then the rest that are there will remain in their place.
What i suggest is re exporting the original mesh to recover the little piece missing. Then edit your mesh to match the top group by deleting extra geometry that is already present on the rest of the groups.
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