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Post by atssandy on Apr 23, 2018 10:25:26 GMT -5
Thanks a lot for your input! I'm using S4S 3.1.1.5. I tried to make a new file but I ran into the same problem. But in both cases, I clone the base game mesh with all its color options. Maybe should I clone with one only, and add the others later? I'm going to try that to see if it changes anything. Edit: I tried with cloning just 1 color and adding the others after: catastrophic results, I ended up with 21 similar hairs in game while I do have 21 different textures in S4S. I must do something completely wrong, but I don't see how! Edit-2: Oh dear, I've beeen struggling with this for days and I can hardly believe how easy it was to fix! It's just that I didn't change the color of the swatch in s4s! I did and now, the correct textures show up. If this was precised in a tutorial, I must have missed it or confused swatches and thumbnails or whatever. Pfffff!!!!!! So happy! ))
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Post by atssandy on Apr 23, 2018 7:33:43 GMT -5
Hi! I finally achieved my first hair meshes, and wanted to add 3 extra colors to the 18 base game colors. So I opened my new mesh with S4S, click on "add swatch", import my new texture, save. But weirdly, only one of the three extra colors shows up in game, the two others are the original textures. I tried to start from "Add CAS Part swatch" to see if it'd work better, but then, I have two textures showing up (on the best attempts, none on the worst), still not three. I tried adding the textures with the MTS Mesh Tool, and two textures show up, never three. I'm completely puzzled! I thought adding extra colors would be a piece of cake after having struggled with Blender, but it's where I'm stuck! I of course checked the tutorial about adding a new swatch to hair color, and I haven't seen anything different from what I have done, so... Any help would be greatly appreciated, thanks! (edit: remove file)
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Post by atssandy on Aug 9, 2015 17:31:37 GMT -5
OMG, Lara, thank you soooooooooooo much for this detailed help!!! You're a gem!! :-* I'm going to follow this carefully step by step, and hopefully, before dawn, I'll be able to add a "SOLVED" near the title of that thread! Thank you, thank you! *bouncing all around computer* Thank you, OM for your kind words! Edit: IT WORKED!!! Thank you all again for your precious help and patience! I still have to work a lot on that mesh, but at least, I got it working!!! Yaaaayaa!!
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Post by atssandy on Jul 26, 2015 14:18:04 GMT -5
Around the Sims 4All my Sims 4 stuff can be recolored, with a link of credit to their download page. (and I'd love to know, actually, so a message would be nice too!) I don't authorize conversions for any other games though, as I'd like doing these by myself.
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Post by atssandy on Jul 26, 2015 13:50:04 GMT -5
I'm sorry to bump this, but I've tried various things (normalizing the weight, changing the order of the joints...), but nothing helped me to get rid of the crinkles, except assigning the whole mesh to "b_spine2_", but of course, it's not good for the animation, just like when I tried to assign everything to "b_head_". I'm reuploading the .package with my latest Blender file here. I wish I could find a solution, I know I do something wrong, but no idea what! I tried with MTS tool, but failed at getting smoothing weighted vertices there. (done with Joy 2.5.1.2) Thanks!
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Post by atssandy on Jul 18, 2015 16:54:23 GMT -5
I finally redid my hair again (got a bit sidetracked by Spa Day!), but I still have the crinkles. ;-| There's something I failed to do exactly like in the tutorial though: I do have "non symmetrical vertices", but when I select the left side of the hair in the 3D mode, these vertices aren't selected; when I select inverse, these aren't still selected... So, I ended up by selecting them in the UVmap mode, to scale and move them, but it might be the wrong step. I haven't found a better way. Maybe there's something wrong with the mesh? Is it normal that it works fine with just the b_head_ joint and got all borked once I add the b_spine2 joint? Anyway, I've uploaded the new hair here. Thanks a bunch for your help, lovely people!
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Post by atssandy on Jul 16, 2015 6:35:23 GMT -5
Thank you both!! That must be it, mine is still not long enough! I made it wider, but it doesn't cover the shoulders. I'm going to redo it tomorrow, or tonight, if I can. Thanks again! Your help is much appreciated!
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Post by atssandy on Jul 15, 2015 3:29:05 GMT -5
Thank you! I hadn't seen that tutorial! I wasn't sure about the final result of the UV map 2, I'm going to try to redo it! Edit: I've redone the uvmap, and the crinkles are still there. :/
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Post by atssandy on Jul 14, 2015 20:04:47 GMT -5
Hello! I wanted to get out my comfort zone (meshing objects) to give Angela Pleasant the haircut I've always wanted to, but after 4 days of errands, it seems I'm stuck... When I assign my hair mesh to b_head only, the mesh looks fine. Of course, the animation looks silly, but the mesh looks OK. I managed to transfer weight, I've added a second UV map... but then, the mesh looks like this (it looks the same without the second UV map): I don't know what to do... I tried to play with normals, and also to paint the weight manually, but at some point, my hair looked like this... I must confess I'm a complete dumb with Blender. I need to google everything (how to select vertices, to move the selection...), so I must have borked something in the whole process, but I don't know what. Any input would be much appreciated! I've uploaded the file here (please note that for now, only the light red texture is correct, and that there's no low poly meshes, nor compatibility with hat at this point). Thanks!
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