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Post by Mathcope on Jul 21, 2019 0:00:42 GMT -5
New accessory. I hope you all like it!
Specifications:
*Male *3 Swatches *Teens, Young Adults, Adults and Elders. *Disallowed for random. *Custom Thumbnails. *Works with Sliders. Necklace Mesh: 3 Swatches . LOD0 618 Polygons.
Total File Size: 125 kB PLEASE READ TOU before editing it.
If you have any questions/troubles send me a PM. Credits: Sims 4 Studio Blender 2.70 & 2.78 Photoshop CS6 #CAS #Accessory #Male
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Post by Mathcope on Jul 20, 2019 23:09:11 GMT -5
Oh ok, thanks! So, full color without any transparency would mean it would be strongest? I did save it as a DDS file. DDS files control their "transparency" with the alpha channel as menaceman told you before. The alpha channel is in greyscale, where darker greys mean more transparent (weaker effect) , and lighter grey means fuller (stronger effect).
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Post by Mathcope on Jul 20, 2019 23:06:53 GMT -5
Mathcope Ohhhhhhhhhh Myyyy goooodness!! I was soooo stupid. i just think of the 'eyes'. not the camera. it was totally idiotic. really thanks for your help! HAVE A NICE DAY! ) No problem! I'm glad the information was useful for you. Have a nice day too, and good luck with the project.
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Post by Mathcope on Jul 20, 2019 21:12:42 GMT -5
Shadow you need to get the direct link rather than the link to the imgur post. For example, after you upload an image it will show up in your images panel. You need to get this link: *Notice that the direct link has the file extension after the image link to the imgur post. So, if your way of uploading is giving your the imgur post link, for example : "imgur.com/afriendt" you only need to add the file extension ".png" or ".jpeg" to the url you are getting.
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Post by Mathcope on Jul 20, 2019 11:10:59 GMT -5
Hi again, I've checked it. The problem is indeed that you have the rig's meshes enabled for baking. You need to disable the rig's meshes INSIDE of the rig, so you should expand it first, once you see the bottom meshes, uncheck the camera icon on the right as the image I linked above. If you don't then the bottom mesh present in your shorts are baking over the ones in the rig. Without disabling it: Disabling it:
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Post by Mathcope on Jul 19, 2019 22:28:36 GMT -5
Doesn't work for me with sharing here, thanks anyways though makesims . Does anyone else have any information that could be of use to me? I also use Imgur since it meets all the requirements of your first post. Is there a particular reason you don't want to use it? You can add imgur images to the forum copying the direct link as any other site. In fact, is what I've been doing for years.
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Post by Mathcope on Jul 19, 2019 15:10:50 GMT -5
Could you share the .blend file that you're working on? Also, I've moved the thread to Creators Help. I checked your mesh but I cannot find anything wrong with it. In fact in my test your mesh bakes fine: My settings are these: You always have to make sure you disable the rigs meshes for baking (the camera icon) of the parts you are working on. For example, if you are working on the bottom parts you should disable the rigs bottoms for rendering. (Just check the ones that are unticked for the eye icon and also disable the camera icon). If you don't Blender will try to bake based on the rigs bottom meshes and the bottom mesh of your mesh.
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Post by Mathcope on Jul 18, 2019 16:02:01 GMT -5
bratinxx This has nothing to do with the MV Avatar I believe, If you bake the textures in Blender then the problem is in Blender. You shouldn't import your MD avatar to Blender, only the clothes. Probably, the bottom meshes present in Studio's rig are interfering with the avatar from MV because they overlap.
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Post by Mathcope on Jul 18, 2019 11:33:31 GMT -5
I'm getting the shiny checkers too: I'm pretty sure it's down to this mesh. This is a known error with the Island Living patch. Feyona has described it and a solution in her blog HERE
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Post by Mathcope on Jul 10, 2019 17:20:28 GMT -5
Alpha hairs are made with something called the "SimGlass Shader" that is coded by EA and they use it in transparent clothes. The shader was not designed to work with hairs although it is what people use to give it transparency. As EA never intended it to be something that hairs would use they did not added compatibility with a lot of things. One among those is water.
Alpha hairs have not been compatible with water since the beginning, but it is more apparent now that Island Living came out. Unfortunately the shader is hard coded in the game engine and it's not an easy fix to resolve this issue.
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Post by Mathcope on Jun 30, 2019 16:52:24 GMT -5
Dumb, dumb, dumb questions, and please forgive me but, I have two questions: 1. We're talking about instance numbers, right? 2. Under what circumstances would you want to exclude parts, anyway? 1. The instance number you have to put in the ExcludePartsFlag space at the warehouse is created by adding binary values and then "translating" the binary values to an instance value following Brujah's table 2: Hexadecimal/Binary Conversion. 2. This is very useful when your clothes need to hide certain parts due to clipping for example. For instance you have a top that covers the arms, so the bracelets shouldn't show up, or they will clip with the top's mesh. The same occurs with things that cover the neck and you need necklaces off. Or, for a fullbodyoutfit like the bear outfit that needs to hide the head and other accesory parts.
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Post by Mathcope on Jun 28, 2019 23:46:38 GMT -5
New hair! Maxis match again. I hope you all like it!
Specifications:
*Hat compatible. *HQ compatible *Base game compatible *EA maxis match colors *Male and Female with masculine tag. *Teens, Young Adults, Adults and Elders. *Disallowed for random. *Custom Thumbnails. *Works with Sliders. Hair Mesh: 18 Swatches . LOD0 3384 Polygons.
Total File Size: 5.6 MB PLEASE READ TOU before editing it.
If you have any questions/troubles send me a PM. Credits: Sims 4 Studio Blender 2.70 & 2.78 Photoshop CS6 #CAS #Hair #Male
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Post by Mathcope on Jun 25, 2019 23:24:28 GMT -5
You can pose the model in the .blend file exported from Studio. For example a dress: 1.Clone a TS4 dress using Studio with the option create 3d mesh. 2. Go to the meshes tab and export the LOD0. 3. Open the generated .Blend file 4. Go to the Blender's outliner and select the rig, click on the little eye to make it visible and on the arrow to make it selectable. 5. With the rig selected change to pose mode. 6. Pose the model as you wish. 7. Select the model's mesh and go to modifiers (wrench icon), apply the armature modifier to keep the pose shape on the mesh. *If your exported mesh has many groups, you should merge them and remove doubles prior applying the modifier. Result:
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Post by Mathcope on Jun 25, 2019 22:53:58 GMT -5
some skin replacements and a hair...but i don't think the creators update them It doesn't matter if they haven't updated it. The thing is that we need the files in order to investigate them for Studio to provide a batchfix or any solution. Since we probably don't have the same files that you do in your game we simply cannot guess what did go wrong about it. If you provide what files cause trouble then those files can be investigated, otherwise there's no way to know. You also haven't elaborated on the issue or shared pictures. There's no way to know what goes wrong if we cannot replicate the issue ourselves.
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Post by Mathcope on Jun 25, 2019 20:31:20 GMT -5
There's no fix yet. If you provide the files that are causing the issue, it can be investigated.
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