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Post by gauntlet101010 on Jun 19, 2017 21:57:20 GMT -5
www.4shared.com/s/fuOIenz5ieiSo I'm trying to convert the Sims Medieval Grim Reaper to Sims4. It's working out alright, although I'm abusing the full body outfit to do the trick. The main problem right now is that the sliders aren't working. I've cut the mesh up, assigned it to all the right cuts, and painted it using the Reaper costume as my guide ... but the only things that DO morph are what I don't want - things painted blue (the medallion, skulls, and hourglass). I went through the tutorials, but can't find what I'm doing wrong. Can someone shed light on this issue? I'm also having a lighting issue where the lights/shadows are very uneven (half of the body lit up, the other half not when in a room) when you're close up. But this issue isn't present when you're further away (tried it on a different package). Any ideas on why?
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Post by Zelrish on Jun 20, 2017 5:56:00 GMT -5
Wanted to help but I don't want to have to login anywhere just to download the .blend. Could you upload it somewhere else that is actually free without waiting time/registration?
I wanted to check on your uv_1 is it done? Cause vertex paint works with uv_1
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Post by gauntlet101010 on Jun 20, 2017 7:57:32 GMT -5
drive.google.com/file/d/0B3gA7rY7I9VnZWJ4MkJPZkx0VU0/view?usp=sharingHow's this link - Google Drive. Better? I made uv_1 and uv_0, but I can't have done it properly. But I'm also not sure what I'm doing wrong. I just renamed the existing uv group "uv_0" and make a new one using the plus button "uv_1" and painted that up. There doesn't seem to be any difference when I switch between the two in Blender.
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Post by orangemittens on Jun 20, 2017 8:54:36 GMT -5
Hi gauntlet101010, your item has the same map for uv_0 and uv_1. The second uv needs to be done differently than the uv_0. There is a tutorial HERE that goes over how to make your second uv map.
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Post by gauntlet101010 on Jun 20, 2017 9:29:55 GMT -5
I guess I'll try following that more closely when I get home.
Any ideas on what could be causing the lighting issue? Where it appears broken up and odd up close, but normal from further away?
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Post by inabadromance on Jun 20, 2017 10:31:40 GMT -5
Please post a picture of the issue you're having.
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Post by gauntlet101010 on Jun 20, 2017 23:02:07 GMT -5
drive.google.com/file/d/0B3gA7rY7I9VnLTZNd3RzNHZraFE/view?usp=sharingAlright, I'm going through that tutorial on uvs. Right now the thing is just one solid mesh and I haven't cleaned it up any. I'll do that later on today. I guess I need to cut the mesh up before I see any results. Right? So this is still in-progress. I think I may also need to redo the package creation. When I tried this last time one of the cuts just wouldn't load because, I guess, the cut was too complex. It was one of the ankle cuts. So, right now my main concern is why the lighting is messed up and, on a related note, why the hood disappears when you zoom out past LOD0. I think redoing the package might help since swapping out the cuts with the wings (which share the package) makes them disappear .... but it'd still be nice to know what I'm doing to mess it up. themechanicalmaniacs.com/temp/a.pngthemechanicalmaniacs.com/temp/c.pngUp close you can see the lighting is hitting this thing very oddly. It's more obvious on the back, but it's just massacring the hair too. themechanicalmaniacs.com/temp/b.pngthemechanicalmaniacs.com/temp/d.pngBut further away the shading is just fine!? And the head disappears. And the back of the wings is tinted green... (This Reaper is a plantsim too, so maybe it has something to do with that - maybe I need to move the hood to the lower area of the texture map and the wing up to the hat portion). Right now all LODs share the same mesh, so it isn't that.
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Post by Zelrish on Jun 21, 2017 3:03:22 GMT -5
Hello there,
The lighting issue is due to sharp edges. You have to select them and click "remove doubles" in the left tool panel in edit mode in blender. I recommend doing so with the solid view in blender, that way you immediately see the edges that pose a problem (the shading needs to be on smooth though, but it is already the case on your blend). FYI every export from S4S will recreate these sharp edges along the seams. This is something that needs to be done every time you want to work from an export from S4S. On the hair it looks more like you need to add edges. For this select the different edges from the mesh that need to be sharper and go to : mesh - edges - edge split. (this is basically the revert function from remove doubles)
You say right now all lods share the same mesh. The question is : "Does the original mesh, the base you cloned, also share the same number of groups for every LODs?" This is unfortunately quite common with EA's meshes that different LODs use different number of groups/cut numbers. And it usually leads to the issue you are facing with LODs. Might be worth it to check that on the base mesh.
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Post by gauntlet101010 on Jun 21, 2017 23:21:10 GMT -5
drive.google.com/file/d/0B3gA7rY7I9VnT1F5R19IRllzeEk/view?usp=sharingNot giving up yet! But, uh ... removing doubles didn't work to fix the problem (as seen in this pic - note the shoulder). themechanicalmaniacs.com/temp/e.pngAgain, it's fine when you zoom out and it's the same mesh on all LODs. It's so weird! I've also applied that tutorial to the mesh and cut it up and ... I know it's messy and all, but is it normal that nothing really changes except for a few random vertexes here and there until it's perfect? The only parts of the mesh that really move are the medallions on the chest, and some of the hourglass and skulls.
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Post by Zelrish on Jun 22, 2017 2:01:54 GMT -5
What base mesh did you use for the cloning?
The lighting issue should at least be fixed on the back of the lower robe. Did it always behave like this on the shoulder? Cause it was not visible on the other screenshots. Last time I had a similar issue on a mesh it was an issue with underlapping vertices. But they all seem ok here so I cannot say. The normals are also ok, but maybe you should select the shoulders and recalculate the normals. Even if they look fine and point in the right direction, maybe something is still wrong with them :s
For the sliders it seems the vertex paint is working against you here which should not happen but still. For test purposes I would paint the whole mesh green and test it IG to see what happens.
I am not sure what are the vpainted objects here for. I cannot see the cut numbers on my mac version of blender but I hope they don't have any or they are gonna mess the mesh and they could be the reason for the lighting issue.
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Post by gauntlet101010 on Jun 22, 2017 8:15:06 GMT -5
Before I was using the reaper costume, but for this test I used one of the long dresses from the base game. Without being at home I couldn't tell you exactly which, though.
The back stood out to me as the biggest issue; I didn't really notice the shoulder with that issue glaring at me. Here the arms also have just odd lighting inconsistencies too. But I guess, to be more scientific about this, I should check out the back in the same environment as before. Given the issue with the shoulder, though, and the jumping about of lights on the arms (not pictured, I suppose I should have taken a pic), I don't think it's been fixed.
What's so weird to me, though, is that this issue is present only on LOD0. If there was something glaringly wrong with the mesh you'd think it'd be present in all LODs. Maybe not for LOD3, but certainly LOD1, right?
I wonder if the medallions, hourglass, and skulls on the waist have something to do with the sliders not working properly. Maybe their presence, and them sticking out so much, has something to do with why the mesh as a whole just isn't morphing, even improperly. Because THEY morph (however improperly), even if they're painted blue. The chest medallion, for instance, floats up from the body to about where I'd expect it to be on a fatter sim when I use sliders.
Are those items what you mean by "v painted objects"? They're there because, well, they're a a part of the Sims Medieval Reaper's costume. They weren't there as items or accessories, but as part of his robe. I have to admit, I'm not sure what colour to paint them. I don't want them to wildly change their shape, so I thought blue would be the right colour. Maybe doing them 100% in blue was the wrong way to go ...
When I get back home, I'll try out painting the entire thing green and removing those extraneous objects.
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Post by Zelrish on Jun 22, 2017 16:08:01 GMT -5
So, concerning the lighting issue : This is your mesh when exported from S4S : You can clearly see all the edges created everywhere on the mesh. And removing doubles doesn't help. Here now is what happens when you recalculate the normals: So yeah I believe part of the mesh was created from simple extrude or something and ended without faces or maybe double faces that don't work in TS4. From there I am not quite sure how you can reconstruct the missing faces without having to remake the uv everytime :s. I tried a bit with the shortcuts F and alt+F but the results were not always optimum. Concerning the lods Like I told you on my first post, the number of group often changes between lods on EA meshes. I checked the grimreaper male outfit. LOD0 : 9 groups LOD1: 8 LOD2: 9 LOD3: 9
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Post by gauntlet101010 on Jun 22, 2017 20:19:14 GMT -5
I know what you mean about those groups. I've done a couple of other mesh conversions, but none required those sliders or had weird lighting issues. And none showed up in Studio but disappeared in game when seen from far away (so weird).
Well, damn. I guess there's just no fixing this lighting problem! Oh, well. I've tried a few things on my own too (exporting / re-importing as an obj file) but that didn't fix it either. But, also looking back and forth, it seems like the original mesh (full body without removing the doubles) didn't have the shoulder issue after all. I guess I'll go back to that version and go from there.
I didn't really clean uv_0 much at all since I had this lighting issue, so I'm not fussed at all about going back.
The good news is that I know why the sliders weren't working. I used the damned eyedropper tool instead of the listed color in the tutorial. *sigh*. I wonder what the real yellow (on the Reaper costume) and orange (on the reaper costume's hood) colors were supposed to be if the green was mis-sampled?
There was still issues at the shoulders, but that, at least, is fixable!
I think I have just one more question. How do I get the mesh to morph with a woman's figure? For some reason it doesn't want to work with that even after I colored everything green. Is it a part flag thing? Is it because it started out as a male Reaper costume package and unchecked the "Restrict opposite frame" checkbox?
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Post by Zelrish on Jun 23, 2017 1:52:22 GMT -5
The bones for breast are not included in the mesh as it was cloned from a man's outfit. You could probably do a weight transfer using a female full body outfit as a reference. The end result should work properly for both genders.
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Post by gauntlet101010 on Jun 23, 2017 7:43:55 GMT -5
Hm, okay. I'll try to isolate the female-only vertex groups and get the rig and try that with this mesh.
Thanks for all the help! I definitely wouldn't have gotten far without your assistance.
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