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Post by nantia3345 on Jul 13, 2017 11:33:09 GMT -5
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Post by inabadromance on Jul 13, 2017 13:29:13 GMT -5
hi! There's no easy way to map all your mesh, specially since the parts all share the same space. When this happens, it is best to map the first one so that the copies are all mapped by the time to finish positioning them.
This isn't want you want to hear, but i would delete all of them and map the first and start from there. You can do only half (a side) and then use the mirror modifier to do the other side.
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Post by nantia3345 on Jul 16, 2017 12:09:32 GMT -5
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Post by inabadromance on Jul 16, 2017 16:20:34 GMT -5
i'm not sure what is it that i'm supposed to be looking at. Both files look weird to me, the male has the wrong texture and wrong uv, and the female looks like it isn't even mapped on the same place. If you want me to see the blends, then share those, not the packages.
Again, i've already written above what i would do. Either if you choose to delete all, re map the first one correctly and start over or UV each one.. the work is the same in my opinion. I really don't have any other suggestion.
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Post by nantia3345 on Jul 17, 2017 1:16:01 GMT -5
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Post by Zelrish on Jul 17, 2017 2:54:13 GMT -5
Considering the way you created the whole mesh, redoing it completely is probably the best solution. Although, you might think it is too much work, you might forget that you gained experience from your first time creating the belt. Not having done the UV on a mesh you duplicated over and over again is a mistake because you will now only struggle to make a texture for it.
You mesh had anyway way too many vertices originally before you decimated it because you used things like cones and such which where way too subdivided. The sims 4 is a low polygon game, that means you are not suppose to detail your meshes tooo much as it does serve the game really.
I would advise you to recreate one bullet in a new blend. Make it with lower poly count already. Map it on the uv_0. Save. Make a texture for it (if the UV is good you could simply use a real bullet as texture, super easy). When it works like this, then you can go back to blender and duplicate the bullet to re-arrange it into a belt. Also, maybe start with a normal hip belt before making a double torso belt.
You will only gain from doing it this way. You will have a nicer mesh, good texture, it will load in game faster etc.
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Post by nantia3345 on Jul 17, 2017 5:12:23 GMT -5
I tried to do something here: simfileshare.net/filedetails/275593/Please tell me if it you think that is good to continiue. I marked the seams from the start but in uv map not appearing other bullets hope I don't have problem...
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Post by Zelrish on Jul 17, 2017 6:25:10 GMT -5
Well, the uv is good, the mirror usage is also good. But your mesh is WAY TOO HIGH in poly count... I applied the mirror and ended up with 15000 vertices... Also there are a lot of doubles in there. But mainly all those high vertices forms you are using are uselessly increasing the number of vertices of your mesh. Don't forget the bullets are small in the end, they certainly don't need so much detail. At the moment, one bullet is 450 vertices. This is way too many considering how many times you will duplicate them. Remove doubles removes 50 vertices. Then, making the point into one vertex (select the tip, scale by pressing s then type the number 0 to scale them all on the same point) and then removing doubles again delete another 10 vertices. You can decimate to reduce the poly count but it doesn't make very nice shades afterwards as you lose a part of the structure. The easiest is to delete some edge loops (you can find out how here)
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Post by nantia3345 on Jul 18, 2017 2:43:13 GMT -5
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Post by inabadromance on Jul 18, 2017 14:11:41 GMT -5
Your new mesh is even more high poly than it was before. It is now 100k. If you're planing to share this item, you have to warn them about this since it will impact on their game's performance. You need to "apply" the mirror modifier before doing anything else. Go into the modifiers' tab and click "apply" on the mirror modifier. You can save the blend with a new name to save the original as a backup. Then you'll need to manually modify the parts that are overlapping yourself. after this you'll need to follow the following tutorials. - Weight transfer. - UV_1 (morphs, see video at the bottom of the 1st post).- vertex paint (so sliders and uv_1 work)
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Post by nantia3345 on Jul 20, 2017 12:27:24 GMT -5
Sorry that I was late to answer I remade the mesh here is the final one blend: simfileshare.net/filedetails/277044/and package: simfileshare.net/filedetails/277043/In sims 4 studio looks ok but in cas the mesh looks altered. Yes I know that I have problems with weights transfer I don't know which is the right one for uv_1 video transfer data not exist in my blender so I'll need someone else to help me with these....
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Post by inabadromance on Jul 20, 2017 14:32:01 GMT -5
I don't understand what you mean by "data not exist". You have to do the uv_1 transfer with the latest (or newer version, i use 2.77). 2.70 doesn't have that feature. You can download a newer version of blender as a folder from blender's page, and run the program through their exe file without installation. That's what i suggest for clothing creators as well. Work everything with 2.70, and then move to 2.77 (or newer) to do the data transfer.
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Post by nantia3345 on Jul 21, 2017 7:32:51 GMT -5
I download new version of blender 2.76. I managed to make the quick uv_1 and vertex paint. Here are the new files Blender: simfileshare.net/filedetails/277517/and package: simfileshare.net/filedetails/277516/ Please can you take a look if is something wrong? I don't know if the morphs work (thin to fat) I have a question about weights transfer because I tried it and it looks not right in cas which part must I choose to ? Sorry for this question but I don't speak english.. If is there a video please inform me...
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Post by inabadromance on Jul 22, 2017 17:24:12 GMT -5
By looking at the blend i can tell that: - the uv_1 is not right. It should not be a duplicate of the uv_0 since both uv should be quite different. Please follow the video tutorial at the bottom of this tutorial to do the uv_1 correctly. - The weight is wrong as well since all the mesh is assigned only to the neck bone. Delete all bones that are currently on that group by selecting each bone and pressing the - button to delete them. Once all bones are deleted, follow the weight transfer tutorial. Since your mesh occupies all the top part and part of the bottom of the body, i would clone a full body outfit (swimwear) and use that as a reference mesh for transfering the weight to your mesh. I highly recommend using blender 2.70 for weight transfer instead of any other as those versions might cause you some trouble. If you have any other installed but 2.70, then i suggest you downloading the ZIP version that doesn't require installation and is loaded by cliking on its exe file. You can download this on blender's page, linked in s4s' download page.
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Post by nantia3345 on Jul 23, 2017 3:29:50 GMT -5
Unfortunately I can't I tried but the result is wrong every time ... I don't know why but I follow each step very carefully... Maybe must someone more expirienced than me to help ...
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