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Post by Deleted on Dec 16, 2018 4:46:32 GMT -5
I'm trying to convert a mesh from a XPS video game model (Shinnok from MKX) and I sort of dealt with the mesh but the whole thing of the texturing and making sure the texture and mesh is intact in the game is confusing to me now.. And I don't know any way to fix this.. I don't know anything about blender, but the whole texture is black and I don't know anything about the problem that could be occurring Here is the picture:
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Post by yabaicorn on Dec 16, 2018 5:24:27 GMT -5
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Post by Deleted on Dec 16, 2018 5:50:37 GMT -5
Oh. My. God. I forgot about that XD. But there’s also a problem, I used a swimming suit to use for a base considering there’s no full body clothing nude base and I don’t know how to remove it. Edit: It still remains black... It has to be an issue in my blender process Texture is there, but uh...
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Post by yabaicorn on Dec 16, 2018 6:43:27 GMT -5
If you could include the .package and .blend file I could try to help. I am not a Blender pro either but I have converted stuff from other games to Sims 4. Something I've read is that you have to have the same number of groups in your mesh as the one you cloned.
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Post by menaceman44 on Dec 16, 2018 14:48:11 GMT -5
Looking at that screenshot I would say that your UV mapping does not line up with the texture. You need to do this in blender. The texture also seems very tiny compared to a regular Sims 4 clothing texture.
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Post by Deleted on Dec 16, 2018 15:12:00 GMT -5
If you could include the .package and .blend file I could try to help. I am not a Blender pro either but I have converted stuff from other games to Sims 4. Something I've read is that you have to have the same number of groups in your mesh as the one you cloned. Okay here is the package file and the blend file
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Post by Deleted on Dec 16, 2018 15:17:04 GMT -5
Looking at that screenshot I would say that your UV mapping does not line up with the texture. You need to do this in blender. The texture also seems very tiny compared to a regular Sims 4 clothing texture. Well.. I am following a tutorial on YT and I am just copying what she's doing in here: This is how i am also doing it.
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Post by Deleted on Dec 16, 2018 15:22:21 GMT -5
Here is the whole chaotic mess.. I do not know what the hell the big orange selected piece goes to (it is the body mesh, yes) but I don't know why it looks mirrored. I mean I guess it doesn't matter considering I only want the outfit mesh imported. And there's that tiny texture placement for the outfit mesh down there. I am just copying from this tutorial.
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Post by bmso85 on Dec 16, 2018 16:06:38 GMT -5
You have to resize the uv in uv_0 to get it to fit. the best way to do that is to first shrink it down by using the following commands in blender on the uv side. Press s and then press y don't move it to shrink it. While you still have it in scale press the following keys. 0.5 Then move it over the top of your texture. Shrink it a little more and in order to get it to fit you have to scale it with s plus x axis and s plus y axis until you can get it to fit.
Quick question, before you merged the meshes, did you create uv_0 and uv_1 maps on the xps mesh? You also have to delete the material on the xps mesh before merging it other wise you will see black and not the sim skin texture.
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Post by Deleted on Dec 16, 2018 16:33:50 GMT -5
Yes i made the uv_0 and uv_1 on the xps mesh. :\
I don't know what to do next :( please help. i am not at all good at understand, I do have a slight learning disability. I am very obtuse to these certain things
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Post by menaceman44 on Dec 16, 2018 16:45:05 GMT -5
You have the wrong UV selected. In the lower right of the screen you have selected uv_1. That is for controlling the morphing of the body. That is why the body mesh looks mirrored. You need to have uv_0 selected when working with your textures.
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Post by Deleted on Dec 16, 2018 17:23:28 GMT -5
Ok I got the textures working but now I have posted another thread of my mesh completely deforming my sim.
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