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Post by superfuchsia on Jan 18, 2019 12:08:06 GMT -5
I'm working on a set of clothing and they look fine in blender and s4s but when i try them on in game there are texture issues along some of the seams. I tried them on sims of all different sizes and shapes and it didn't change anything. None of my UVs are overlapping and the textures all come from baking. Ive attached the files for one of the items. www.mediafire.com/file/8e4xvp7cb9upkf8/athletic_leggings.zip/file
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Post by jwofles on Jan 19, 2019 10:29:23 GMT -5
Your UV_1 was the issue. I deleted it, made a new uv_1 and retransferred from subdivided legs. Here's the fixed .blend and .package - simfileshare.net/download/934731/
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Post by superfuchsia on Jan 20, 2019 11:35:40 GMT -5
Your UV_1 was the issue. I deleted it, made a new uv_1 and retransferred from subdivided legs. Here's the fixed .blend and .package - simfileshare.net/download/934731/thats the process i used to get my UV but what settings are you using for data transfer? and how many times do you subdivide the legs? also thank you for helping!!
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Post by superfuchsia on Jan 20, 2019 11:46:33 GMT -5
also does this same process apply for a romper/jumpsuit? would i data transfer from a merged top/bottom? because i did that as well and had a similar issue with the bottom part but not the top
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Post by jwofles on Jan 20, 2019 16:24:41 GMT -5
Your UV_1 was the issue. I deleted it, made a new uv_1 and retransferred from subdivided legs. Here's the fixed .blend and .package - simfileshare.net/download/934731/thats the process i used to get my UV but what settings are you using for data transfer? and how many times do you subdivide the legs? also thank you for helping!! Yeah subdivided twice, here are the settings I use. You can get varying results with the different 'face corner mapping' modes but the default is fine. But always check that it's not messed up after you transfer, for instance, when you look at your original one there are some polys that are suuper stretched (which caused the issue you had earlier). Also if you're redoing don't forget to delete the uv_1 and create a new map called uv_1 otherwise it won't change. And to you other question yeah you just merge top and bottom and transfer. If you uv_1 map is doing that stretching stuff, just delete it and re-transfer it from a subdivided merged body and it should work.
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Post by superfuchsia on Jan 23, 2019 14:47:38 GMT -5
thats the process i used to get my UV but what settings are you using for data transfer? and how many times do you subdivide the legs? also thank you for helping!! Yeah subdivided twice, here are the settings I use. You can get varying results with the different 'face corner mapping' modes but the default is fine. But always check that it's not messed up after you transfer, for instance, when you look at your original one there are some polys that are suuper stretched (which caused the issue you had earlier). Also if you're redoing don't forget to delete the uv_1 and create a new map called uv_1 otherwise it won't change. And to you other question yeah you just merge top and bottom and transfer. If you uv_1 map is doing that stretching stuff, just delete it and re-transfer it from a subdivided merged body and it should work. i was able to replicate these results when using a subdivided bottom but i still get those stretched polys in the middle area when doing a data transfer from a merged top/bottom mesh
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Post by mauvemorn on Jan 23, 2019 16:14:08 GMT -5
by "stretched polys in the middle area" are you referring to this? if yes, it should not cause problems
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