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Cuts
Dec 17, 2016 14:04:15 GMT -5
Post by ciablue on Dec 17, 2016 14:04:15 GMT -5
Hiya Only the first entry in Calf seems to be connected to that little square bit. If I'm looking at things correctly 80356c17 needs to be changed to 80356c11. I tried to work through the steps outlined in the post you shared. Step 4 of your explanation shows an edit button that I don't seem to have. When clicking in there I did get the following window to open. But there doesn't seem to be any way to enter data from there. Im guessing the functions Im looking for are in a slightly different place in my version of S4S? (I have the latest version)
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Cuts
Dec 17, 2016 8:05:43 GMT -5
Post by ciablue on Dec 17, 2016 8:05:43 GMT -5
Hiya! Guys Im sorry for pestering you all with so much. Thank you for hanging in there with me. Yeah, Im pretty sure I made a royal mess of the cut layers. The package I shared above is pretty much where I stopped in my latest attempt to fix it. I seem to have created a monster Dreamie PackageDreamie BlendI used the VeeBack Jumper from City Living as my base. And the Wide Pants from Dining out.
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Cuts
Dec 16, 2016 11:00:20 GMT -5
Post by ciablue on Dec 16, 2016 11:00:20 GMT -5
Thank you! So Im having weirdly mixed results. Mesh works with lowboots But gets a but weird when I try to use it with higher boots. (discoloration as well as the return of that pesky square hole.:( ) Both of which as better than what was originally going on when I tried to use any type of boot. So Im close, but no cigar
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Cuts
Dec 15, 2016 19:01:33 GMT -5
Post by ciablue on Dec 15, 2016 19:01:33 GMT -5
Im looking for information on how to handle cut layers after joining two meshes. Found out mesh doesnt work with boots. Started over from scratched for the millionth time. The Veeback Jumper when merged with pants doesn't seem compatible with any other full body outfits. Im not sure how to work out the cuts. Wondering if its even doable at this point. DoOver
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Post by ciablue on Dec 14, 2016 17:58:26 GMT -5
Bones? Is there a tutorial? I havent a clue how to even begin to go about doing this. Thank you for the quick reply! Off to troll the forums for info on bones.
CiaB
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Post by ciablue on Dec 14, 2016 14:02:55 GMT -5
I didn't like that little wrinkle in the corner of the posters. I thought they looked just horrid when displayed as a group. So this was my answer. A more grown up way to display your City Living Posters.
Please be aware that these don't count toward your household collection. They are a display item only. Found under Decorations. Listed as Underglass Series. Price $415
#Poster, #Collection
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Post by ciablue on Dec 14, 2016 9:38:52 GMT -5
Thank you MisterS! Polygon Lasso is so much better! Things are moving along at a much happier pace for me now
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Post by ciablue on Dec 14, 2016 9:37:24 GMT -5
When I decimated my mesh I used the same one for LOD2 and LOD 3. All seemed fine when I was zooming in and out at the park. But when trying to track my Sim after she left her apartment I noticed this. So my question. Which LOD is likely causing this? Is there an acceptable vertice range required for each LOD that I should use so that this doesn't happen?
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Post by ciablue on Dec 13, 2016 16:51:17 GMT -5
The polygonal magnetic lasso is evil. Really its driving me insane. That thing as a mind of its own! While these aren't good enough to share with the world yet (Ive got some weirdness on the side of the legs) I thought I ask my fellow simmers what they thought so far.
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Post by ciablue on Dec 12, 2016 14:56:20 GMT -5
OoooooOoooo I see! Off to rebake and readd! Thank you! EDIT! Yep that worked MUCH better! Thanks you guys!!! Now to add color!
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Post by ciablue on Dec 12, 2016 13:13:15 GMT -5
Okay. I separated the hands and chest bits from the mesh using P and baked them first. But I was unable to convince blender to bake my second set of shadows onto the same image. Instead of a new merged image where my hands and neck were transparent but visible Blender seems to overwrite the first image with the new one. Im not sure if its working as intended or Im doing something wrong. Aside from that issue I was able to take the shadows which baked with the parts that I tried to make transparent. I had to edit them on my own. But Im pleased with how it turned out. Less flat looking around the belt. One step closer to finishing Currently attempting to paint on some wrinkle crinkles with disastrous results! Sharing my Blend and package for review. If anyone notices that Ive done something wrong, please let me know Blender FilePackage FileThanks! CiaB
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Post by ciablue on Dec 12, 2016 0:39:14 GMT -5
I found my error. There were two versions of the tutorial that I followed. The Second one (the one I followed) didn't list the the part where I was to remove certain parts of my UV using the P key. Or the part about making invisible body meshes.
So Ill be retrying with my newly gleaned information. Ill post the results and my blend and package once complete. Thanks you!
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Post by ciablue on Dec 11, 2016 15:39:42 GMT -5
Thanks much sir! Loving the tutorial! I going to make this thing a denim jumper yet! lol last attempt looked like she was wearing a dark blue burlap sac. You all make this look so easy
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Post by ciablue on Dec 11, 2016 9:35:08 GMT -5
Hi! Im back to bug you guys again. After tinkering with the UV,Shadows, alphas,speculars (shiny?why is my sim shiny?), layer masks and the like. I was almost happy with the end result. I had a difficult time trying to recolor the end result. The soft blue top and light gray pants made for two very different shades of what ever color or pattern that I tried to apply. Having read that patterns work best when placed over a light base. I figured that I would try to make my mesh white. Sadly while beating my mesh into submission, I've lost most of the fabric folds,seams and creases that were part of the original texture. I found the tutorial on Baking shadows and thought that might help restore some of the depth that was now missing. So I followed the tutorial only to discover that it did tell me exactly what to do with the shadows once they finished cooking. So I tried to apply them per OMs tutorial for object shadows. I placed my original texture over the Baked Shadows as an overlay. The results aren't exactly what I had in mind. My poor sim turned into a mannequin. And the resulting shadows look more stripe like that shadow like. So my questions are (About time right?) 1. How do I properly apply the shadows Ive baked so that I don't lose my skin. 2. How best to add missing details back into the mesh? Is there a way to import details back in as some sort of overlay without bringing color with them? 3.Did I go about recoloring all wrong? Is there some way to better normalize the different colors you end up with when join two different meshes? Should I have maybe started out with grayscale and worked from there?
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Post by ciablue on Dec 9, 2016 1:34:57 GMT -5
I finally got it to work! (thanks to all who so graciously answered my endless barrage of questions!) The distortion was caused by cut layer (and Cia) confusion. Man did I bite off more than I thought at a glance. Im rubbish at recoloring lol But it didnt explode. Im still a bit fuzzy on removing doubles vertices. Ive found out the hard way that doing so haphazardly causes very bad things to happen. (Mesh went KABOOM) Is that something that I only have to do when I, for instance, append one top directly over another? When exactly should I delete doubles?
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