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Post by misstex89 on Dec 17, 2017 18:21:11 GMT -5
I've tried weights, uvs (1 and 0), and vertex groups. Can't figure this one out.... It comes out when the model gains weight. it was doing this before on normal weight but I fixed the weight paint and made sure the UV vertexes were where they were supposed to be and now it just does this on weight gain.
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Post by misstex89 on Nov 26, 2017 18:34:38 GMT -5
Curious if anyone knows how to get a clone of the head, so I can pull the scalp topology off...
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Post by misstex89 on Nov 26, 2017 17:01:18 GMT -5
This series is interesting to watch
but how would you unwrap that uv? Do you do it while you create the strands or after it's complete?
Thought I would also share this, maybe it'll help someone
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Post by misstex89 on Nov 26, 2017 13:55:30 GMT -5
While I was looking at 3ds max tuts about hair I found this video for blender I'm assuming that you can't use the particle system to make hair for sims, because the game won't render it, but if you did make a particle style, is there a way to convert it to an alpha hair? This makes me wonder if you can convert the particle system to planes... so you can shape the hair with the particles, and then turn off the preview and use the strands as guidelines for the plane mesh. Can you convert strands to planes?
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Post by misstex89 on Nov 26, 2017 13:22:48 GMT -5
Ah, I see. No wonder I've been having so much trouble creating the hair...I will definitely try 3ds then. For the resizing, mostly I'm thinking about jewelry and accessories when I want to get mesh detail. I was concerned about having too many faces. Just for clarity, I can use cycles and node editor to get the look I want as long as I bake it to a texture file? Two CC I have looked at is this Oil Spill Top by Savage Sims savage-sims.tumblr.com/post/129947770027/oil-spill-collection-part-1-3-clothing-itemsand this choker by Leah Lillith www.thesimsresource.com/members/Leah_Lillith/downloads/details/category/sims4-accessories-female-necklaces/title/leahlilith-lunar-choker/id/1317222/I'm guessing the Oil spill Top effect was made with cycles and then baked to texture...then texture was applied to mesh instead of effects. Would you say so? What confuses me is that the lunar choker does not have a baked texture, and I like the idea of creating a piece of jewelry like this so it reacts instead of just having the baked effect. Is this specular and reflection from blender, or from something else? That's why I had a question about blender render options or cycles. Perhaps it's something selected in the studio warehouse (like simglass)?
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Post by misstex89 on Nov 26, 2017 11:06:44 GMT -5
Thank you! That answers a lot of my questions and gives me an idea on what I need to spend time on. I appreciate you taking the time to answer!
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Post by misstex89 on Nov 25, 2017 23:01:48 GMT -5
This is just a general question(s) for people who have experience.
So, I'm taking a crash course in blender and some things crossed my mind that I wondered that I can't really ask on the Sensei forum. Hopefully people here have already experimented with this stuff...I'm in a degree plan for animation so a lot of what is taught is for video render and custom rigging and I'm not sure I understand what the rules of the Sims are comparing custom content from creators, with assets made without the sims in mind. Anyone that can answer any question would be appreciated...
Materials:
1. When creating a material (such as metal, glass or silk) for a CAS object, do all the options edited in blender (spec, diffuse, emission...etc.)transfer to the game? I know you can create emission with the emission tab in studio, but I was curious if you could theoretically do all the effect editing in Blender and have it work in game. Does it make the file smaller if you use studio to do the effects instead of Blender?
2. Is it just Blender Render or do Cycles edits transfer over? It was mentioned in the video that sometimes Cycles is not used for gaming assets, but a lot of tutorials for good metal have been through cycles and node editor so I'm not sure which to use.
3. If I wanted to created a multi-dimensional dress...i.e. blue dress with purple sheen when the light hits it, would the game render that effect if I input the settings for it or would I have to fake bake the effect on?
4. If I wanted to make an animated material such as a subtle glowing color change (like the ice furniture in sims freeplay) is there a special way to do that, or do we just do the same as if applying a static material? I know how to make an animation in Blender, but not sure how to get what's in blender to studio.
5. If I downloaded a pre-made material, would it work for the game?
Texture:
6. Since the game has to have certain sizes for things, how can we get the clearest, cleanest texture other than uncompressed and raising the resolution to print quality...can you raise it higher? Should you? I've been trying to get cleaner lines on clothing textures and 300 doesn't seem to be enough...
Editting:
7. Is there an issue if you make an objects bigger and then size it down to fit the avatar? I've had an issue transferring an object to zbrush and back, but perhaps it would be easier to do detail editing at a much larger size instead of extreme zoom? I know how to decimate, I was just wondering if someone has experience with this.
8. When creating alpha hair or object with hair elements, do people generally do the overall shape first and achieve the effects by unwrapping the object in pieces?
9. Some clay hair I've tried to do has the texture show up too large, which normally I would just make the UVs bigger, but with the limited workspace, I feel like I'm missing something important. Does that have to do with unwrapping the UVs in smaller sections as well?
10. When you want a better UV_1, can you unwrap it yourself and align it to the templates provided on the site, or is it just safer to just stick to the messy data transfer?
Animation:
11. If you want to make a custom animation that the sim can do (i.e. custom dance) is that still considered an override even if you don't want to replace any base game animations?
12. How do you attach a custom animation to an object? (i.e. click on object and select action/animation; like the clicking on the computer comes up with options such as research, play games, write jokes...etc.)
...I've realized I have a ton more questions that go more into coding, but I'd really like to understand this first. Perhaps someone can create a section for questions on coding/tutorials on the sims code/editing code? My knowledge is more in the design area and less in the code, so is there a good resource to check out to get a better idea of the basics of understanding the code sims uses? Is there any creators that specialize in code that wouldn't mind answering questions?
These things have been rolling around in my brain for awhile now, and now that I am more confident in my understanding/use of blender tools, I'm trying to fill the gap between the holes in knowledge between transferring asset from blender to studio to game.
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Post by misstex89 on Sept 29, 2017 18:32:22 GMT -5
I finally did it. I swear I did it 20 times...
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Post by misstex89 on Sept 29, 2017 13:35:46 GMT -5
It goes well until the last steps, for some reason the right eye target disappears after I parent both eyes to eye target. If I continue down the steps, it rigs the left eye, but I can't get the right eye because the bones keep disappearing. I've done it five times...Should I just do one eye at a time? i.e. just copy the left eye, move y axis, create new bone...etc. and then repeat once it's rigged? *Hmm, tried that and it disappeared so I couldn't even rig the left eye. I search for it in the box but it's just gone. ** Everything disappears when I enter pose mode after step 5. I go back and redo, but it continues to delete everything I did as soon as I enter pose mode. ***This time one survived (right eye) What's doing this?
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Post by misstex89 on Sept 28, 2017 21:55:41 GMT -5
So, S4S doesn't extract the rig for the eyes (can't move the irises).
1. How do I rig the eyes so I can move them? 2. Can you transfer a pose from another file? I tried appending actions and copy and pasting and it didn't work. I must be missing something.
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Metal
Sept 28, 2017 15:49:12 GMT -5
Post by misstex89 on Sept 28, 2017 15:49:12 GMT -5
Thank you!!
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Post by misstex89 on Sept 27, 2017 21:15:10 GMT -5
I think the eyeballs are not rigged on the s4s extracted model...any idea how to fix that or is there another rig I should use?
*I'd like to transfer my pose to another rig, Is there a way to copy paste? It'd be good to know how to rig the eyeballs, but kijikos pose helper is pretty neat...
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Metal
Sept 27, 2017 18:46:34 GMT -5
Post by misstex89 on Sept 27, 2017 18:46:34 GMT -5
Does anyone know how to put metal texture on an item in the warehouse so you don't have to do a cheesy gradient? Like this lunar choker: it has a solid color on the texture, but it reacts like metal in the game. I've been experimenting with gradients but none of them look right...
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Post by misstex89 on Sept 22, 2017 11:33:13 GMT -5
It was a good idea, but it didn't work...They are merged. I think it may have to do with the vertex paint/skirt groups but I don't really understand vertex paint and how to correctly weight paint yet, so I'm not sure what to do about that. I'm thinking about attempting another data transfer and hope that fixes it. I don't know what else to do beside just go in and trial and error the paint.
*Hmmm, that didn't fix it either...
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Post by misstex89 on Sept 21, 2017 19:38:17 GMT -5
SLYD gave me this link for the shadow...I'm trying it now. All I need is an answer for the crotch split when fat... sims4studio.com/thread/7220/shadows-weird-edges-shirt-solvedShadow is gone now *phew* For those reading/wondering I had the skirt split up wrong and there were doubles on the bottom. Don't make the bottom a piece if you need to split it from a 3 mesh to 4, just take another line of the bottom cone. (You need to have the exact number of mesh numbers to the object you are importing it into, otherwise you'll get that extra mesh coming through...)
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