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Post by skarletraven on Jul 1, 2019 20:00:42 GMT -5
Forgive me if something's gone completely over my head, and I did kinda rush into making CC for the first time, but I'm having trouble working with S4S. In Blender, I got a texture image for my mesh and it seems to work, but when I bring it into the studio, it does some wonky things. I'm making a goatee-thing and I just grabbed the full beard and deleted a bunch of stuff on there to make it. So what's going on is, the texture shows up correctly on Blender, but when I import it to Studio, it slaps the texture everywhere but where I want it. And since I extruded the mesh for some dimensionality, the 'sides' don't fill in with the texture. I have no idea what I'm doing and I'd like a wee bit of help, if possible.
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Post by simguy80 on Jul 1, 2019 23:31:15 GMT -5
With the way UVmaps are setup in TS4, every CAS item uses the same areas for their UV coordinates, otherwise there is overlap.
In your second picture, see where the beard is originally? That's where both your texture and UVmap need to go. Here's a template showing where things need to go:
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Post by skarletraven on Jul 2, 2019 16:49:55 GMT -5
With the way UVmaps are setup in TS4, every CAS item uses the same areas for their UV coordinates, otherwise there is overlap.
In your second picture, see where the beard is originally? That's where both your texture and UVmap need to go. Here's a template showing where things need to go:
I grabbed the template off another thread and got the following: The texture now colors the beard like I want it to, but it also projects onto the chin. Is there any way around this?
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Post by Feyona on Jul 2, 2019 18:41:37 GMT -5
Yes, you need to not only adjust the mesh, but open texture, extract uv map from blender, overlap texture and uv map in 2D editor and delete everything that is mapped outside of uv boundaries.
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Post by skarletraven on Jul 2, 2019 21:00:45 GMT -5
Yes, you need to not only adjust the mesh, but open texture, extract uv map from blender, overlap texture and uv map in 2D editor and delete everything that is mapped outside of uv boundaries. Thanks. It kinda worked for the most part. It looks fine in the Studio interface, at least good enough for me, but when I bring it into the game itself, it gets /really/ wonky looking. Like, the preview for the CC looks perfectly fine, but I don't even know why it's clipping(?) in odd places in the game itself. Is it alright if I upload the .package and/or .blend and see if someone could like kindly, troubleshoot it?
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Post by simguy80 on Jul 2, 2019 21:05:47 GMT -5
In addition to just having the beard texture with invisible background, the texture and uvmap need to go in a place where the skin is not seen with your new mesh. I THINK the area above the head is a safe spot for it? (Someone correct me if I'm wrong). You can always test to see if there are any conflicts with jewelry, hats, clothing, etc. I don't THINK they use this area.
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Post by simguy80 on Jul 2, 2019 21:13:38 GMT -5
Thanks. It kinda worked for the most part. It looks fine in the Studio interface, at least good enough for me, but when I bring it into the game itself, it gets /really/ wonky looking. Like, the preview for the CC looks perfectly fine, but I don't even know why it's clipping(?) in odd places in the game itself. Is it alright if I upload the .package and/or .blend and see if someone could like kindly, troubleshoot it?
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Post by skarletraven on Jul 6, 2019 14:51:27 GMT -5
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