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Post by SZNS on May 16, 2020 13:31:38 GMT -5
The link directs me to this post oops I don't know what happened there here it is
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Post by SZNS on May 16, 2020 12:46:42 GMT -5
All meshgroups have 0001 cut number meant for one type of hats. Change cut numbers to 0000,0001,0002 I changed the cut numbers and it's still invisible in cas heres the updated sfs blend file link
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Post by SZNS on May 15, 2020 13:04:42 GMT -5
I "meshed" a hair from planes in blender and tried it out in cas & its invisible, I duplicated it 3x for all the hat chops and etc so I doubt it has anything to do with that I only added planes to the back of the head and front of the head then used a hairline/edges to finish off the top of the hair and the hairline here is my package file
here is my blend file
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Post by SZNS on May 2, 2020 19:54:47 GMT -5
The black border was because the uvs and the texture did not align. I also edited Region map, so now meshgroups will not disappear upon interaction with collars. New packagethank you so much for your help!
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Post by SZNS on Apr 30, 2020 14:12:53 GMT -5
Your video was so helpful thank you so much for it! I'm sorry for the lateness I've been moving so I haven't gotten the chance to work on the necklace . I have the black border in the back of the chain in CAS but everything else is good from there, I checked in S4S and the pendants shader is SimGlass . heres my Package and Blend
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Post by SZNS on Apr 21, 2020 19:54:34 GMT -5
bumping for help :/
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Post by SZNS on Apr 20, 2020 17:31:40 GMT -5
You did not use the same value for Merge distance. Re-do all of this to s4studio_mesh_2 1). Select the pendant, switch Shading to Solid, choose Vertex select and look at what is going on. All those black lines you are seeing are edges. This little pendant thing has almost 14k faces. Whichever way you added thickness to it, do not do it again like that; 2). Select everything with A, Tools - Remove doubles, set Merge distance to 0,01, this will merge all these vertices and bring it to the original. You might also rotate it ( press R 16 ) and move it a bit away from the body ( G Y 0,015 ) ; 3). Switch back to Object mode, add Solidify modifier, set thickness to 0,001 or 0,002, uncheck Fill rim ( you do not need side geometry for this at all), apply. I redid it and it looks exactly the same...
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Post by SZNS on Apr 20, 2020 15:40:59 GMT -5
Here is a solution that I don't think anyone told you about, try to open your necklace in Sims 4 Studio, go to the warehouse tab, choose your necklace (or necklace part that needs to have the black part removed)(The part(s) of your mesh should be named geometry in the warehouse) and then when you've selected what needs to be transparent, go to the data tab on the right and change the shader to simglass instead of SimSkin Hope this helps! I use this method to fix alpha hair! This has been mentioned in the tutorial and they have already done that but for the wrong meshgroup it seems. About meshgroups and cut numbers: The reason some CAS items are made of multiple meshgroups is to tune each of them differently. The most common use is to assign different region types and layer values in Region map, which prevents CAS items from clipping into each other. This is the reason the necklace item you cloned to start this package has 2 meshgroups. In your case it should be done to assign different shaders to different parts of the mesh. Anyway, each meshgroup has a cut number. It is used to determine in what order imported meshgroups will replace original ones. A meshgroup with cut number 0000 from an imported blend file will replace an original meshgroup with cut number 0000 and so on For example, you clone glasses, export the blend file and see 2 meshgroups: lenses with cut number set to 0000 and a frame with cut number set to 0001. If you were to import your necklace in this package started from glasses, you would want to set the pendant's cut number to 0000 and the chain to 0001. Once you import this blend in the package, the pendant's shader will already be set to Simglass because lenses were tuned this way. But if you want to change the pendant's shader in your current package started from a necklace, you need first find in in the Warehouse tab. It would be second in the list of geometry because its cut number is currently set to 0001. Once you do, switch to Data tab and type Shader in the search bar on top, then change it to Simglass. However, once thing you should keep in mind is that the necklace has 2 meshgroups to not clip into collars. In Region map it is tuned to disappear the moment you put on an item with high collar and stay with items that have none/skintight collars. So if you will replace that tiny cube within the body with a chain, the necklace may interact with clothing in ways that you may not want. Also 1). Select the pendant, switch Shading to Solid, choose Vertex select and look at what is going on. All those black lines you are seeing are edges. This little pendant thing has almost 14k faces. Whichever way you added thickness to it, do not do it again like that; 2). Select everything with A, Tools - Remove doubles, set Merge distance to 0,01, this will merge all these vertices and bring it to the original. You might also rotate it ( press R 16 ) and move it a bit away from the body ( G Y 0,015 ) ; 3). Switch back to Object mode, add Solidify modifier, set thickness to 0,001 or 0,002, uncheck Fill rim ( you do not need side geometry for this at all), apply. So it seemed to have gotten rid of the black background but now theres a brown-ish border at the bottom of the pendant plus the texture looks super distorted. blend & package
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Post by SZNS on Apr 20, 2020 1:00:27 GMT -5
hi everyone first off i'll start by saying, im so sorry for making so many threads on accessories ! trust me, I'll probably never try to make another accessory item ever again after today lol I've tried so many things! This transparency "method" as suggested to me in a different thread I made, I've tried putting it in the glasses category and changing the cut number of the chain that was once there (I made a version without the chain just to see if the chain was the problem, It was clearly not) Everything looks fine in blender & s4s and is going smoothly until I get in CAS and this pops up. I've tried literally EVERYTHING, Please help me :( My blend file is here and here is my package file
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Post by SZNS on Apr 18, 2020 18:57:15 GMT -5
Hi! I was making a second version of the anklet I had (now resolved) issues with in this threadI have everything down pat and kinda know the ins and outs of most of the troubleshooting. Except for when I tried to create the 2nd version with a bunny head, There's a white background in the texture instead of it being transparent like the first version. I've tried toying around with the transparency sliders and everything. This happened after I unwrapped the head. Any help is greatly appreciated as always <3 Here is the blend file This is after I've merged it with the already unwrapped and done chain, I was having the same problem before merging as well. I'm not sure if I was supposed to just re-reply to the previous thread or make a new one, If I was supposed to reply I'm so sorry I had no idea :(
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Post by SZNS on Apr 18, 2020 18:01:00 GMT -5
Nevermind I figured it out, Thank you so much!
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Post by SZNS on Apr 18, 2020 17:31:22 GMT -5
You need to add transparency this way. Or you can separate the logo, set the chain's cut number to 0001, clone glasses, import the blend there. Keep in mind that your anklet is affected by vertex groups no glasses are, there may be distortions in-game How do I change the chains cut number?
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Post by SZNS on Apr 18, 2020 15:44:15 GMT -5
- Remove loose vertices. Switch to Edit mode ( TAB), select everything with A, Mesh - Clean up - Delete loose; - Select uv_0, in UV editor enable sync, press B, LMB-click-and-drag to select feet's uvs, in 3d view press P and choose Selection; - Unfold rig and make bottom selectable. Select bottom, in 3d view press Shift D, LMB-click without moving the cursor to confirm the action; - Select bottom.001, Shift-select the feet you separated, press Ctrl J to join. Rename this meshgroup to Reference; - Switch to Edit mode, disable Limit selection to visible, switch to Vertex select, select vertices where the bottom and feet should be joined, Tools - Remove doubles with Merge distance set to 0,0001;(ignore the way these legs are selected) - Select the anklet, add Data transfer modifier, choose Reference as source object, set the rest like this - delete Reference; - the reason you're seeing those black lines is because you put uvs outside of uv space. If you want it to be accessory, put them and the texture in the place meant for whatever accessory it should be. Right now it is in the space meant for tops, it will overlap with other items. The way you unwrapped the chain will not display a texture right; - once done, save the file, import it in the package, in Categories change Shoes to whatever accessories you want them to be. If nothing updates right away, save the file, go to main menu, then open the file again Now theres a black-ish border behind the logo part, It looks a lot better though
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Post by SZNS on Apr 18, 2020 12:34:37 GMT -5
Hi. When modelling something from repeating parts, make sure to unwrap a 3d model before duplicating it. Now you have all faces of the entire anklet stacked "on top" of each other and displaying the same texture. In your place I would delete all of them but each unique element, unwrap them all, put uvs in the right place using this template ( All CAS items share the same uv space, each has a designated area, set this image as a background ) as a guide, and then duplicate everything again. This would be much faster than unwrapping each of them and making them identical. Here's a blend file with unwrapped unique parts. I placed them in the shoes area, put them somewhere else if you want this to be an accessory. Thank you so much for your help! I did encounter a new problem while testing the item in CAS. I wanted to make this an accessory so it can be worn with shoes as well and I didn't think that the feet that I used, as a "guide" on where to put the anklet, would show up but they did so it's clashing with some DR feet I have. It's also showing some weird black and nude-ish lines. I stripped the sim of pretty much everything but I can't seem to get to the bottom of whats causing this issue. Is there a way I can make the anklet compatible even with default replacement feet and wearable with sandals/sneakers/clothes etc & what caused the logo part to turn black/nude? Here are my Package and Blend files.
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Post by SZNS on Apr 18, 2020 0:17:07 GMT -5
I am trying to create an anklet, Everything is going good so far but one issue When I try to leave the texture image so I can fit it to the sims 4 uv map the texture leaves the object I'm trying to create if that makes since. Heres a video that I recorded of the issue. Pleaaase help! heres the blend file www.dropbox.com/h?preview=wip.blendedit: working link to the blend file is here www.dropbox.com/s/ncb294okpr3x60h/wip.blend?dl=0 so sorry!
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