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Post by cupidjuice on Jul 10, 2016 19:19:45 GMT -5
-facepalm- I can't believe it was that simple. Thanks so much for the help, Gohliad! it happens, trust me, haha . No problem! <3
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Post by cupidjuice on Jul 10, 2016 19:14:31 GMT -5
*your screaming is hurting my ears* let's take a breathe and calm down.
Make sure you've properly uninstalled S4S using Control Panel > Programs > Program features.
Once it's done uninstalling, make sure all the files in Documents / Sims 4 Studio are deleted and C / Program files.
Delete them if they are still there, and restart your computer. Reinstall the latest version of S4S (jackpot)
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Post by cupidjuice on Jul 10, 2016 19:10:54 GMT -5
If you must, you can delete it in the warehouse tab.
But you're doing a recolor, so I wouldn't advice that. That texture is the body / frame of the bed. The second is the pillows / sheets. Unless the mesh is missing the frame, I would keep the texture there.
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Post by cupidjuice on Jul 10, 2016 19:02:35 GMT -5
Could you post your package file? It could be the uv. Even if the vertices on your mesh are seamless, the UV could have a gap in it. Select your mesh in the model window, and select "edit mode." Then select "A" to highlight the entire mesh. The UV window will look like the photo below (except all will be orange, and highlighted.) Simply right click a vertices in the UV window where you see the gap, then select to adjacent one by shift + right clicking. Both vertices should be orange. Hit "W" on your keyboard, it will weld them. Do this for all the vertices.
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Post by cupidjuice on Jul 10, 2016 18:27:57 GMT -5
It looks like you're trying to shorten the mesh, but you deleted the peplum portion of the top, moving the slot ray data points causing the sim's arms to be "stuck."
Perhaps try to clone a shirt that is more similar to what you're trying to the final look you want to achieve.
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Post by cupidjuice on Jul 10, 2016 18:16:46 GMT -5
I'm no object master but both items look fine in-game, and the UV layout looks fine.
Since you made it using S4S but have uploaded it to TSR, it could be a lost in translation kind of deal since they are using a different program to open the package file.
If you truly feel you should be compensated for your creations I would suggest a donation button on your simblr or website, or perhaps even adfly links.
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Post by cupidjuice on Jul 10, 2016 17:54:07 GMT -5
Sims4Studio has many tutorials, including how to transfer weights Posting your package file would be helpful for anyone wanting to help. But just off the top of my head, you may need to adjust your uv map. Using the sculpt tools also tends to stretch your mesh out in an unappealing way, causing the texture to be stretched, the further your vertices are apart. I didn't use the sculpt tools..I've also tried that in another mesh and it's still blurry like that..what if I subdivide the mesh?? Will that make the vertices come closer? Or do I need to change the way my mesh is unwraped? At the moment I have project from view. ~Thanks~ Understood. I can't say much because I haven't seen it, but posting your package file would make it easier for others help.
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Post by cupidjuice on Jul 10, 2016 17:52:04 GMT -5
S4S doesn't carry over mesh data for standalone recolors, and that is why it's invisible when previewing it.
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Post by cupidjuice on Jul 9, 2016 23:20:19 GMT -5
You can't use your browser links for dropbox files, you'll need to hit the "share" button, and select "can view" from the dropbox list, and "Create link" and share that one.
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Post by cupidjuice on Jul 9, 2016 23:12:09 GMT -5
Hey Jessimadoo, The reason you're seeing the ends grey, despite removing the vertices is because you have all the meshes groups visible at once.
There are 3 meshes groups per hair, one is the standalone (hat-less) hair and the other 2 are hat chops.
You'll need to hide the other two mesh groups that you aren't actively working on by toggling the eyeball icon, or right clicking the mesh and selecting "toggle visibility."
Tip: You can't hide the group you have actively selected, so it's helpful to select the mesh you're working on, then hiding the others, and then began working. And when you're ready to work on the other mesh groups, simply un-hide that group, select it, then hide the previous mesh group you just finished, so on.
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Post by cupidjuice on Jul 9, 2016 18:08:30 GMT -5
cupidjuice I'm refering to you retiring from CC creation. I was curious since I helped you the other day with the dress. He said you were retired but you released that CC few days ago. So is this new or a misundertanding? Oh! I was "retired" for a while but I've been active for about a month, now.
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Post by cupidjuice on Jul 9, 2016 17:28:21 GMT -5
Can you share the .package? This way we can actually see what the problem is. It might be a problem with the UV since the texture it's applied to that arm, you would need to move the texture to match the other arm. Everything has it's own space in the UV map compotition made by EA. I can explain more if you share the file. By the way cupidjuice it is active as I'm aware of. Or is this a current event? I think there's a language barrier here, mathcope im regards to the "current event" haha. I believe I originally mapped the arm to the accessory uv, not the actual arm. The UV map relates to where textures show up on the sims body. There's tutorials available in the s4s forums that are very easy to follow and usimg brujahs uv template for reference is also a good idea. I would link but i am on mobile right now.
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Post by cupidjuice on Jul 7, 2016 12:19:00 GMT -5
Also the cut numbers are responsible for your item to appear in the studio. LOD1 for accessories uses different cut then LOD0, same goes with hair. but there are 3 cuts. but that's because of the hair chops for hats etc. It was the peplum dress on the right the cut numbers remained the same, it was a simple mesh edit (added a button) and glorified recolor. Sometimes it follows suite and imports LOD1, other times only the model updates but Poly + Vert remain the same. All other LODs seem to import and export fine.
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Post by cupidjuice on Jul 7, 2016 12:05:45 GMT -5
I did this last year, it will be a pain through and through. The only option you really have is to make "cyborg friendly" clothing, with the arm ripped off. Oh yeah I saw your post but I think the problem with yours was the texture because you we're using the texture space for addtional textures like collar, sleeve linings and etc but mine doesn't use that space so it is compatible with almost any clothing that doesn't have 3d sleeves. I remapped the UV so it I don't have problems with the texture appearing on other parts of clothing. UPDATE: I already fixed it I just need to do the emission and specular maps It definitely was, me and grilledcheese spent like a good whole day finding a better uv placement. Where on the uv map did you place yours? No matter where I placed mine the texture would become *so* diluted, it was a shame. So I had no other option, especially since *most* clothing I feel worth wearing has 3d sleeves. I'm glad you figured it out!
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Post by cupidjuice on Jul 7, 2016 12:01:42 GMT -5
Sims4Studio has many tutorials, including how to transfer weights Posting your package file would be helpful for anyone wanting to help. But just off the top of my head, you may need to adjust your uv map. Using the sculpt tools also tends to stretch your mesh out in an unappealing way, causing the texture to be stretched, the further your vertices are apart.
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