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Post by Kiara on Jul 7, 2016 12:50:38 GMT -5
I would really like to know about this issue, it happens to me when I attempt to create curtains at half transparency.
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Post by Kiara on Jun 25, 2016 11:16:30 GMT -5
I guess clicking the + next to rig and unchecking the parts of the body you don't want to see will work if all you need is for the sims 4 body model to be hidden.
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Post by Kiara on Jun 11, 2016 12:07:19 GMT -5
I always delete the extra rigs imported - so far no issues. You don't need to delete any extra textures loaded into Blender as their just there for reference; they wont import back into Studio with your mesh.
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Post by Kiara on Jun 11, 2016 12:05:47 GMT -5
Your earring are not located correctly on the uv map - Visit this page and download the template to place your earring's uv map in the correct spot. Also, don't forget to create a uv_1 and properly unwrap it so your earrings will work with sliders.
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Post by Kiara on Jun 6, 2016 15:41:07 GMT -5
It looks like your uv's are not properly named. Did you make sure to name the uv mapping to uv_0 and then the second uv to uv_1 so your hair will work with sliders?
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Post by Kiara on Jun 6, 2016 15:16:47 GMT -5
perhaps the cut number needs to be updated? Yes, posting the package file would help a lot Thanks!
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Post by Kiara on May 31, 2016 22:20:43 GMT -5
This is a really nice top, try this tutorial here and see if you can get it working properly.
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Post by Kiara on May 31, 2016 12:18:20 GMT -5
There was a tutorial on changing an object's footprint but I don't know if its been deprecated due to Studio's new footprint feature. Here's that tutorial I can however give you a tip on how I now use Studio's new footprint feature: I either resize the mesh in blender > import the new size into blender > update footprint > reimport the original mesh. However if you just want a smaller footprint, you could just remove the footprint from the boulder. That tutorial is here
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Post by Kiara on May 31, 2016 12:12:17 GMT -5
That can be a bit of a process tbh. For meshes that have to keep those separated groups, the easiest thing I have found that works is, merging all the groups together > merge vertices or do anything else that needs to be done (remove doubles/edge split) > then I split them back up into proper groups. However for something as simple a shirt that has multiple groups, I just combine all groups and import into a mesh that originally had 1 group.
For Scooby's issue, I think it might be due to vertex painting. I merged the bottom of a dress with a top to make a longer sweater, and the dress was vertex painted yellow while the top was green. It had a very sharp transition from one another so I just painted the lower half of the shirt with the yellow to soften it a bit.
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Post by Kiara on May 29, 2016 15:37:41 GMT -5
Steven I'm sad to see you go and it's unfortunate what's been happening with your objects and the game. Is this something just happening in your game or are your objects being effected like this in others as well? I'm just curious to see if we can help you with a solution to this problem. :(
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Post by Kiara on May 29, 2016 7:53:43 GMT -5
Hi Nullspace, I got your cutout working just fine. I imported into the 2 files named dst image right below the cutout info.
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Post by Kiara on May 29, 2016 7:45:00 GMT -5
Upload your package and or blend to a free host like simfileshare, mediafire, onedrive and post a link here.
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Post by Kiara on May 29, 2016 7:40:17 GMT -5
Hi Scooby, I also forgot to mention that if that seam is still showing up, take a look at the vertex paint in solid mode to make sure it's painted correctly. I couldn't figure out why my elongated sweater had that seam even after I made sure all vertices were merged and it was due to the vertex paint needing to be corrected.
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Post by Kiara on May 26, 2016 14:10:27 GMT -5
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Post by Kiara on May 26, 2016 13:56:43 GMT -5
There could be quite a few reasons why your mesh doesn't show up properly:
- Faces facing inward
- Incorrect Cut Number
- Incorrect uv naming/unwrapping
but uploading your package like Mathcope suggested would be very helpful in narrowing it down.
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