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Post by delise on Jan 4, 2018 3:38:12 GMT -5
Thanks a lot, to both of you, for your answers. This is something I never done, I'm happy to learn something, another time thanks to this forum I will try and I let you know
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Post by delise on Jan 2, 2018 19:10:22 GMT -5
Hi ! After a long time, I came back to meshing and I feel a little rusty ! I try a little frankeimesh, and... something went wrong : I tried weight transfert and I made a correction on vertex paint, but it changed nothing. Is someone can take a look at my files, please (no texture yet, and mesh not finished )? I have S4Studio wishes 3.1.0.5 and Blender 2.70. Thank you a lot My files are here
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Post by delise on Nov 4, 2017 7:23:28 GMT -5
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Post by delise on Nov 2, 2017 7:28:28 GMT -5
Hi, First, sorry if I'm in the wrong place to ask this type of question. There are a few monthes, I found in your tutorials one that I would find again, but I can't remember his title ; I searched, but I really can't find it. This tutorial is about clothes creation, and there is inside a paragraph that is interesting me a lot : it treats about the differents way to "draw" seam (sew) on a clothe with a graphics software (I don't remember either wich one, maybe it was photoshop) . Can you help me to find this tutorial ? thanks !
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Post by delise on May 2, 2017 1:50:38 GMT -5
I recently tried to do CAS accessory with emission, and it works with an emission map of 1024*2048 px. And i just cheked, my alpha channel is still here when I export it form the package, I think you might have a problem here. Are you using photoshop to make your dds file ?
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Post by delise on Apr 24, 2017 2:40:04 GMT -5
Hi ! For points 1-2, your belt part has no uv_1, so it can't deform itself with sliders. I think it's the same problem for the studio mesh 4. And for the gap on the calf, I'm not sure, but you've got an extra uv, this time. And I think you've got an uv_1 problem too, elements you've added are not unwraped in the uv_1. I'm sorry, but I can't give you a lot of advice for uv_1 problems because I have also problems with it ^^ I think you might do a data transfer, it's the parts 5, 6 and 7 of this tutorial but someone here will probably be more specific than me
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Post by delise on Apr 10, 2017 1:33:37 GMT -5
I mean just the part of my mesh with changes, i.e. collar and knot around the neck. On this version, I didn't touch the neck itself. Of course, I updated files, sorry I forgot last night ^^ link is still here
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Post by delise on Apr 9, 2017 16:27:36 GMT -5
Yes i did that and more other tests ^^, as I said, appending just the ribbon part on a basegame mesh, so I didn't even touch UV or weight this time
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Post by delise on Apr 9, 2017 15:46:56 GMT -5
Thanks for your answer inabadromance We posted at the same time ^^ Append the neck again is one of the things I've done
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Post by delise on Apr 9, 2017 15:43:35 GMT -5
I worked again on it, I suspected this uv_1 too much ^^ This time, I take a shirt as base, append my mesh and only cut and add the part I want (i.e. ribbon and collar). In test in game, I see the same line on the back of the neck, just a little less thick. So, I was curious and I checked others CC, one I've made and one I didn't, and I noticed that this line appears often, I presume depending on what have been done on the mesh. So, eventually, I wonder if there is a way to fix this thin line ?
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Post by delise on Apr 9, 2017 11:55:34 GMT -5
Thanks a lot inabadromance and MisterS ! The shiny issue is resolved ! I tried to repair the broken faces selecting them and using F. It wasn't enough, and I noticed that there was a vertex alone in the middle of an edge (it can be seen on MisterS picture) so I cut the face in two and the problem was solved For the neck seam, I start over with a new project : this time, I took as base a simple T shirt and append my mesh. I keep only two lines of faces of the neck of the tshirt, I remove those two lines frome my modified mesh ; then I joined the two mesh, merged vertices, did the weld on uv_0 and remove all doubles of the neck. the result is better but not perfect : it remains a very tiny line, only in game : Even if it's now a little failure, I'd like to understand why this is happening (is it possible that responsible is this unperfect data transfer ?) and how to fix, if it's possible. I updated files in the link I gave in my first post, Again, thanks for help
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Post by delise on Apr 8, 2017 18:07:45 GMT -5
Hi, if someone was willing to, I would need some help with a toddler tshirt mesh I modified. I imported elements of an adult mesh on the nude top, and I made a lot of modifications, including a mirror modifier, a data transfer for the uv_1, a weight transfert, a remove all doubles and, as consequence, a lot of edge split to make some odd shadows disappear. It remains 2 issues that I can't manage to fix. First one are curiously shiny part : And, at some moment in the process, I wa sn't attentive enough to tell when, a seam appeared on the neck. I tried to remove the first line of face of the neck, re import the nude top and replace this first line of faces with it, but unfortunatly, it didn't change anything :
I searched, and it's the same problem as here but I don't understand the solution given by inabadromance
The package and .blend ar here
Thanks by advance for any help EnregistrerEnregistrer
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Post by delise on Apr 2, 2017 11:55:06 GMT -5
You're welcome, I'm happy if it's working !
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Post by delise on Apr 2, 2017 3:07:25 GMT -5
uv_0 is a 2 dimensions projection of your 3D form, and allows to apply a texture. There is another uv for most of S4 items : uv_1 ; you can switch from uv_0 tu uv_1 using the menu at the bottom of your uv window in Blender (look at the picture if it's not clear). uv_1 is another 2D projection and controls mesh distorsions when the sim moves or become bigger or thiner You'll see that after fixing uv_0, in your uv_1, vertices of the seam are separated : and they don't have to be. So, in order to avoid distorsion, you've got to fix uv_1, selecting each separated vertex of your seam on the uv_1, and press S then 0 (zero) then Enter. Hope it's clear, english is not my first language
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Post by delise on Apr 1, 2017 16:15:43 GMT -5
The seam mark is a problem of UV and probably the mesh, because vertices are not joined on your seam. You've got to select two adjacent vertices and, on the 3D view, press alt+M, then choose "at center". Then go to the uv view, and press W, then choose Weld This should be fix this seam issue. Then, don't forget to fix uv_1 too, the same way, (just use scale zero - S 0 - instead of weld) For your second problem, I don't understand, sorry.
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