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Post by jwofles on Jan 28, 2021 18:10:23 GMT -5
Somewhere along the way your cut numbers got messed up. s4studio_mesh_1 and s4studio_mesh_2 both have cut number 1, but s4studio_mesh_1 (your frankenmesh) should have the cut number 2. This is because cut numbers 0 and 1 are for the hat chops, and 2 is just the normal hair. Make sure your cut number looks like this And it should work fine in-game.
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Post by jwofles on Jan 13, 2021 0:46:59 GMT -5
Could you share your .blend and .package please.
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Post by jwofles on Jan 13, 2021 0:46:18 GMT -5
Please could your share your .package file(s).
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Post by jwofles on Jan 13, 2021 0:43:34 GMT -5
Hairs come in 3 meshes, one is the hair and the other 2 are hatchops. The original hair is cut number 0002, the mesh is called s4studio_mesh_2 in your blend file, but you edited the s4studio_mesh_3 which is cut number 0000. You need to change the cut number of your mesh to 0002, although your mesh is missing the top of the hair, so I recommend just starting again.
If you start again, make sure you hide the hat chops and be 100% sure you've selected the right mesh.
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Post by jwofles on Jan 5, 2021 11:45:25 GMT -5
This is a UV mapping issue, if you export the mesh from sims4studio and open it, you can see in blender the same red. The UV/texture for those parts is so tiny, and the texture from the red bit in the texture next to them is bleeding onto it. You need to move the UV map of the bits that are red, or change the texture (maybe make the top right all black since I don't think the other colours are even used).
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Post by jwofles on Jan 5, 2021 11:17:22 GMT -5
2. Should the normal map be transparent? (if so how transparent) No, but if you haven't already you need to convert your normal map to the sims 4 format. Follow this tutorial by slyd from around step 25, and make sure you save as DDS (settings: dxt5 with transparency).
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Post by jwofles on Jan 5, 2021 11:10:49 GMT -5
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Post by jwofles on Jan 2, 2021 22:24:53 GMT -5
That is ambient occlusion. Sims 4 has SSAO but it sucks. You can turn it off completely with this tutorial, or (I think) remove it from your object using this tutorial.
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Post by jwofles on Dec 30, 2020 22:29:43 GMT -5
Have you tried running sims4studio as administrator?
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Post by jwofles on Dec 30, 2020 22:17:16 GMT -5
I'm not 100% sure but I think you need to move your uv maps away from the edge. At the moment, they touch the edge of the UV space - You need to move them inside more, so they do not touch the edges.
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Post by jwofles on Dec 23, 2020 17:11:09 GMT -5
Hi what version of sims4studio are you on? Is your game fully updated? Do you run the legacy edition?
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Post by jwofles on Dec 23, 2020 15:06:27 GMT -5
Are you using the phong shader for your meshes or the counter/cabinet shader?
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Post by jwofles on Dec 23, 2020 15:00:30 GMT -5
I checked out the .blend file and it looks like the uv_1 of the body mesh is wrong. You should delete the body/arms, and reimport a fresh EA top body mesh, and join it to your mesh.
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Post by jwofles on Dec 23, 2020 14:55:30 GMT -5
Interestingly, in CAS part resources there's a unique texture space option - However, I've never seen anything use it, so I'm guessing it's something left over from the sims 3 engine that isn't used anymore. If you need more accessory space, I recommend using HQ textures, or using the hat UV space (although obviously it won't be compatible with any hats).
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Post by jwofles on Dec 23, 2020 14:48:52 GMT -5
Have you tried running s4studio as administrator?
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