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Post by eliavah on Aug 3, 2016 2:59:08 GMT -5
bloop method to import to sims 4 is different, but to create the mesh and textures is the exact same (For any game actually)
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Post by eliavah on Aug 3, 2016 2:53:20 GMT -5
Look at you professional clothing creator ~~ Haven't been on here in a bit but glad to see you're doing so well with the conversions, and Glad to see it worked out :D
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Post by eliavah on Aug 3, 2016 2:47:03 GMT -5
GOing to give a few maybe potential solutions here. For the gaps, you probably need to remove doubles. Select all, goto Mesh --> Vertice --> Remove doubles Did you try reassigning the weights, I know it was just a mesh edit but may help. At the bottom the weird cutoff of the top could be the normal map. Did you edit that. Also the jeans clipping through the bottom could maybe be solved by pushing the bottom more outward. Unfortunately clipping, espeically with other CC isn't always a issue that can be fixed. But the only thing I can think of is pushing the bottom of the mesh more outwards. I know bethesda does this with their long dress skirts to avoid clipping. uv_1 looks fine to me, and since its a mesh edit i won't say to redo it c:
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Post by eliavah on Aug 3, 2016 2:40:47 GMT -5
not a problem with the mesh. the sims 2 body mesh was laid out a different way then the sims 3 or 4 body mesh (the arms being spread more wide). what you'd have to do is move and rotate the vertices of the mesh to fit the arms of the EA mesh. you can look up some tutorials of basic functions of how to use blender on youtube or google . I suggest when moving stuff like this use the Proportional Editing tool :
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Post by eliavah on Aug 3, 2016 2:35:43 GMT -5
This also works for other morphable items such as shoes//accessories etc. Also works for most meshes from other games//marvelous designer meshes//EA meshes etc. Enjoy ^^
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Post by eliavah on Jul 3, 2016 20:53:54 GMT -5
Mathcope : I actually do lose *some* quality in my jewelry, although since my jewelry uv maps are already smaller than like clothing or such. But i sharpen the texture a lot in PS and it makes it look alright in TS4 :3. Baking textures also help to, but like I said I bake my textures at 1k or 2k then just resize and sharpen in PS ^^ But yeah theres no way to may the quality look like render quality with sims unfortunately. If you zoom in super close to some accesories .. even in the sims 3, the quality isnt at its "finest", But most of it looks alright keeping the camera abit zoomed out. Like if you're taking a face picture with face jewelery thats fine. Theres also talk of HQ mod for the sims 4. I havent messed with it but thats here : alf-si.tumblr.com/HQ_ts4_English if curious Feyona : no problem hun! I actually think these was the tutorial I followed for baking materials, I baked it with Complete Map so insted of whatever this person does follow that. Instead of setting up a studio like in the video though you can use the template 3ds max provides you, but use the person's settings ^^. Then just put your object where the light/studio backdrop is and bake it. Make sure your uvs are finished first. Ive made some pretty decent bakes with mental ray, and the template studio, this is before I switched : And if you want to check out some of my other Renders of my CC here : eliavah.tumblr.com/tagged/3dmodelingHowever i dont have much lol, and most of those beside the first are a bit older. (Also NSFW warning when scrolling down ^^
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Post by eliavah on Jul 3, 2016 16:32:05 GMT -5
You can also make a very small plane and put it inside your mesh, so thats its virtually invisble ^^.
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Post by eliavah on Jul 3, 2016 16:28:34 GMT -5
Ah someone that works with 3ds max like I do :D That mesh is fine honey, for the UV map the map seems to look ohkayy, but heres what I do when im UV mapping and my textures usually come out nice. First, I use the unwrap UV modifer like you do, then I mark seams. I use the point to point seam tool (I forgot the exact name) But it should be in the same space as that Green line tool, and then I use vertice selection, to make a seam. Heres a video explaining pretty much exactly what I do Use either a 2048x2048 map or a 1024x1024 map. Do not make your mesh originally to the Sims 4 texture map, I usually do this because I make my meshes for both sims 3 and 4 usually, and if I want to render I usually use the better textures, as sims 4 texture map space, especially for acessories is soooo tiny. So jus resize your uvs according to one of the standards. Then when you finish your mesh, collapse all modifiers and Export it as a .obj. Also if you want you can bake the textures in 3ds max because Mental Ray is awesome. You'll just have to create a studio, make some lights assign materials etc. I personally have switched to Vray but I used to use mental ray and use the default 3ds max Studio as my place to bake out materials. When you do that, import it to blender, then you can resize your UV, and if you baked your textures in 3ds max you can resize them down in photoshop and sharpen them. Of course you can just scale it alon the sims 4 texture map in 3ds max, Just import a image of the sims 4 texture map, and make it super small to fit the appropriate texture space. Then you can bake your textures like that as well, however you won't be able to scale the bake up without it blurring a lot, so importing to other games is kinda out of the question, unless you make new textures, but its up to you! I just always like to have the original 1k or 2k textures for future projects. (Skyrim, Secondlife, IMVU, Daz Studio, etc.)
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Post by eliavah on Jun 16, 2016 17:31:43 GMT -5
Heres the button I was talking about 'Uv and edit mode selection sync' You can click it to enable and disable Disabling it should allow you to move it on your own. When its disabled just highlight all the mesh in 3d mode and it'll come up in UV mode. Then you should be able to move indvidually
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Post by eliavah on Jun 16, 2016 13:59:01 GMT -5
Hello! I saw your tumblr message and was just going to reply, but im just going to reply here because you have pictures For me when this happens I usually turn off UV and mesh selection sync. Its in the uv window (cant show a photo but will when I get back to computer if someone else already doesnt) If that doesnt work. You can Hide the pieces you are not working with at the moment with Selecting then pressung H key (I think). Then you should be able to freely edit that piece withiut the other one, then to unhide it all I think its Alt + H Also I think the shoulder UVs need fixing.
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Post by eliavah on Jun 2, 2016 12:29:07 GMT -5
Mathcope Oh I see what you mean! I actually did my best to fix those holes by moving it along the lines of Andrews template as best as I could. The data transfer isnt perfect, so it seems some vertices gets thrown around.I had the case where ive had a vertice that was on the left arm, was actually on the right arm side in the uv_1. Moving it with uv and mesh selection mode in sync seemed to move another vertice on the left arm side in uv_1 as ell. . im assuming because the two were connected. So I just did some trick where I hid some parts with H and disable uv and mesh selection sync and then move the vertice to the proper spot. But in this case I would actually grab two vertces that are making the hole, and sort of overlay them on top. Ive also had the case where these holes in uv_1 had some vertices that were duplicates, like when looking with mesh selection and uv in sync, they were all the same spot so I just did remove double uvs with those sorry if I explained bad aha im the worst at explaining! Although like you said it still looks a little weird in CAS when you highlight over (but sliders work fine) Regarding the second photo. . it does look a little messy, but I suppose if everything is alright in game, then you're good to go? Maybe do some stress testing, max all sliders for a sim then play around in game. Like I mentioned before ive seen someonr with a really messy uv_1 and it worked just fine in game. So its really up to you Also I forgot to ask, this is more general to everyone I guess, but when doing the data transfer have you tried using any of the other settings instead of what I chose (Nearest edge or such). I havent had time to experiment with the others, but id like to know if they give different results~
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Post by eliavah on Jun 2, 2016 12:07:41 GMT -5
Ooh thanks for the info Orange ! I shall keep that in mind :D. Glad yoh got it working Math
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Post by eliavah on Jun 2, 2016 5:16:07 GMT -5
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Post by eliavah on Jun 2, 2016 2:52:19 GMT -5
max20 I'm a little better at solving things hands on then looking at pictures But I've been a bit busy lately, maybe go ahead and post your .package in the Creator Help part of the forum? If i happen to have time I'll take a look at it and try to help if nobody else does ^^. To post your .package you have to upload it to a website like Dropbox, Mediafire, Baidu, etc. Mathcope What do you mean by holes in the UV_1? If you mean the holes you get because you need to merge the vertices I'd say yeah join them. :3. For that second part there about the edges and faces getting weird, Weird how so? Like they seem to be connected from the opposite side or so? I had this issue before and it seems to be fine. I've actually examined somebody's mesh earlier today, and saw they used this uv_1 tutorial but didn't do any correcting of the messed up vertices of the hands, or any correcting at all, just straight up data transfer and their outfit seems to morph just fine. It was a conversion from another game also, so the uv_0 was completely different from EA standard. It seems that the uv_1 doesn't seem to be *too* strict in applying it to the guidelines of Andrew's template. Maybe just the general area? The only issue i noticed is when you highlight over the sliders in game, it kinda looks all wonky, but seems to morph fine. But I wouldn't know, I've only done so few meshes with this method (and i always adjust everything *near* perfect as I can to the template), I'd have to do more testing to be sure. But I'm assuming from that person's mesh, and actually some really successful results I'm seeing on tumblr it should be fine ? Also just to add, I've uploaded a mesh using this method and TSR has rejected my stuff often for having small issues (too much polycount, too low polycount for the lower LODs), but with that mesh I got no complaints at all, just a straight upload to TSR. So I'm assuming everything is all good despite things looking wonky in Blender? Again I'm not certain though. After all I'm pretty beginner myself! haha
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Post by eliavah on May 22, 2016 21:54:30 GMT -5
Not too sure on skirt line issue, but naturally any body parts underneath an outfit tha doesnt show shpuld be deleted. So the clipping parts near the breast and armpit, shouldnt have body underneath, if that makes sense (because of the clothing mesh covering it) P.s its looking great!
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