Post by AleNikSimmer on Jul 3, 2017 15:01:36 GMT -5
Hi everyone! Me again. Today I was doing a mermaid tail using blender, in the end it looks nice and everything is okay except for this:
(-the texture is the uv map texture extracted from blender because I don't want to create a textures before having it works properly- when I change body shape with sliders, all the tail change dimension in wrong ways, I would like it to follow the shape of the body proportionally and have the same "hip size" of the sim..like the ones by Merman Simmer)
Here there is the .package file: Mermaid Tail (textures: uv map, all white and transparent)
(in S4S)
My steps:
-open S4S>create 3D mesh>Search: nude>select yfBottom_Nude
-extract the mesh and start modify it in blender till the result I wanted, split the mesh in half (front and back)
-unwrap uv_0 of the two halves and adjust them to the sim template (still need some little touch ups on the hip line, but they're not a problem), unwrap more or less uv_1 (EA uv was splitted differently so I tried to put my halves somewhere near it)
-put EA weight on the different sections (problem with left and right legs "conflict": solved, now "mermaids" only swim to the left. Problem with a crazy piece of fin: solved, I added a weight to the wrong vertex)
-vertex paint: -before: bright green (as the nude bottom), -after bright green on the hips and bright yellow on the remaining (almost like Merman Simmer)
-be scared when entering CAS and adjust body size
I thought the problem was vertex paint but it doesn't matter how I color it, the mesh still looks weird on almost every sim.
I've just used Merman Simmer H2O MermaidTail and Mermaid Tail as references for vertex paint after I tested my tail in CAS because I use those tails in my game and they work perfectly. And, after that, I've noticed that the tails are splitted in 3 parts. Should mine be splitted too to work? Or any other ideas on what could be the problem? I've almost given up but I really like how it turned out and I spent a day on it :(
(sorry in advance for grammar errors)
(PS: I know I have another open thread on Feet Emission map but I've decided to stop that project for now)
(-the texture is the uv map texture extracted from blender because I don't want to create a textures before having it works properly- when I change body shape with sliders, all the tail change dimension in wrong ways, I would like it to follow the shape of the body proportionally and have the same "hip size" of the sim..like the ones by Merman Simmer)
Here there is the .package file: Mermaid Tail (textures: uv map, all white and transparent)
(in S4S)
My steps:
-open S4S>create 3D mesh>Search: nude>select yfBottom_Nude
-extract the mesh and start modify it in blender till the result I wanted, split the mesh in half (front and back)
-unwrap uv_0 of the two halves and adjust them to the sim template (still need some little touch ups on the hip line, but they're not a problem), unwrap more or less uv_1 (EA uv was splitted differently so I tried to put my halves somewhere near it)
-put EA weight on the different sections (problem with left and right legs "conflict": solved, now "mermaids" only swim to the left. Problem with a crazy piece of fin: solved, I added a weight to the wrong vertex)
-vertex paint: -before: bright green (as the nude bottom), -after bright green on the hips and bright yellow on the remaining (almost like Merman Simmer)
-be scared when entering CAS and adjust body size
I thought the problem was vertex paint but it doesn't matter how I color it, the mesh still looks weird on almost every sim.
I've just used Merman Simmer H2O MermaidTail and Mermaid Tail as references for vertex paint after I tested my tail in CAS because I use those tails in my game and they work perfectly. And, after that, I've noticed that the tails are splitted in 3 parts. Should mine be splitted too to work? Or any other ideas on what could be the problem? I've almost given up but I really like how it turned out and I spent a day on it :(
(sorry in advance for grammar errors)
(PS: I know I have another open thread on Feet Emission map but I've decided to stop that project for now)