This is something I noticed the game does sometimes.
Where it finds the seams from the UV_map, it will create edges there. Probably because it is wrapping the texture around the form.
Where you have edges on your mesh is where the seams from your uv map are. But I have no idea how to solve this as it does not always happen. I have the feelings it comes from how the mesh is created but that makes no sense. If anyone knows why exactly I would be glad to know as well as this happened to me with some meshes.
Well, the uv is good, the mirror usage is also good.
But your mesh is WAY TOO HIGH in poly count... I applied the mirror and ended up with 15000 vertices... Also there are a lot of doubles in there. But mainly all those high vertices forms you are using are uselessly increasing the number of vertices of your mesh. Don't forget the bullets are small in the end, they certainly don't need so much detail.
At the moment, one bullet is 450 vertices. This is way too many considering how many times you will duplicate them. Remove doubles removes 50 vertices. Then, making the point into one vertex (select the tip, scale by pressing s then type the number 0 to scale them all on the same point) and then removing doubles again delete another 10 vertices. You can decimate to reduce the poly count but it doesn't make very nice shades afterwards as you lose a part of the structure.
The easiest is to delete some edge loops (you can find out how here)
Hi, You probably messed up the cut numbers so S4S was loading the parts from which it could find a cut number and keeping the original ones for those it could not find. I noticed this behavior when I do this mistake.
Considering the way you created the whole mesh, redoing it completely is probably the best solution. Although, you might think it is too much work, you might forget that you gained experience from your first time creating the belt. Not having done the UV on a mesh you duplicated over and over again is a mistake because you will now only struggle to make a texture for it.
You mesh had anyway way too many vertices originally before you decimated it because you used things like cones and such which where way too subdivided. The sims 4 is a low polygon game, that means you are not suppose to detail your meshes tooo much as it does serve the game really.
I would advise you to recreate one bullet in a new blend. Make it with lower poly count already. Map it on the uv_0. Save. Make a texture for it (if the UV is good you could simply use a real bullet as texture, super easy). When it works like this, then you can go back to blender and duplicate the bullet to re-arrange it into a belt. Also, maybe start with a normal hip belt before making a double torso belt.
You will only gain from doing it this way. You will have a nicer mesh, good texture, it will load in game faster etc.
Super simple: In S4S, "Create a standalone" and select some hair from the game. Then go to the "mesh" tab and export it. That's it... You can do your business in blender then but I would advise you to check a couple tutorials. Mainly this one and more particularly the section 8.
So after testing in my game I noticed it is not weight related but UV_1 related. You can easily aggravate the issue with a slim non muscular sim. On the opposite, fat and muscular sim don't have any problem there.
The problem comes from how the upper line of vertices (this "collar bone" area is comprised of 2 similar rows of vertices) kinda sink a bit into the torso probably originally to make the collar bones stand out more I guess on skinny sims.
Last Edit: Jul 11, 2017 11:37:54 GMT -5 by Zelrish
This is linked to the CC that your sims is wearing with this outfit. This is a vertex group problem on the lod1 (probably or lod2 maybe). The number of group for the CC piece is either wrong or the weights were not applied properly.
In non technical terms : you need to change her dress then test if it is still the same. If yes change something else common to both outfits displayed in your screenshot. Continue until you identify the guilty CC (should be the mesh from the dress)
I use Appletini as well on my Mac maybe not the very last build though and I run Mac OS 10.11 (so not the latest version of the system) but I don't encounter any issue with the color picker. You confirm you are using Mac OS 10.11 or later? (you can see it when clicking on the Apple menu in the top left corner and then : about this mac)
Does it crash when you only try to create a swatch without using the color picker btw? Or when importing/exporting meshes?
Did you try simply redownloading S4S to replace the app in your programs? Or redefining the different paths to blender and the game files? I don't know which function from the OS tries S4S to access for the color picker :s
The crash report would probably be useful but I don't know where it is located on the Mac version. And like mine never crashed so far I could not find any on my Mac.
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