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Post by subinshin on Jul 25, 2019 20:26:48 GMT -5
I can see my mesh is fine in Sims 4 Studio. In CAS, I can't see my clothing and it shows weird thumbnail like the photo below. I don't know why, and I don't know what to do.. It has 41199 polygons. Is this polygon too high?
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Post by mauvemorn on Jul 26, 2019 4:30:34 GMT -5
Probably. The game must be struggling to load it. You should not go past 10k polygons unless you absolutely have to(which is not the case here) We would need to see the package to tell whats up with the thumnail, probably normal map
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Post by subinshin on Jul 26, 2019 20:29:58 GMT -5
I reduced polygons and removed normal map. But it is same OMG.. I added sfs link below. can u check this plz? it's .package file www.simfileshare.net/download/1156374/sorry for answering late,,
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Post by mauvemorn on Jul 28, 2019 5:53:48 GMT -5
Sorry for the wait, my internet connection disappeared as i was writing this Do not delete LODs or import the blank ones. My guess is it is the reason the outfit does not show up in CAS; Do not use Decimate modifier to reduce the polycount. It rips borders of uv islands and messes up the edge flow which results in "rumpled" mesh deformation during animation or body customization. Either retopologize the mesh or raise Particle distance/switch to quads In-game we only see the front side of faces the mesh is made of, the backside is transparent. The majority of "the inside" of clothing is hidden, is not needed, so we export the mesh from MD as thin, which means it has no thickness and inner geometry. Thickness of those parts that require it ( rolled up sleeves, other side of the collar, etc) is added with extrude or duplicate ( Or you can export these parts separately and join meshes in Blender with Ctrl J ) You need to delete everything covered by clothing, in this case arms and all stomach but the last face row. However, you do not need to cover holes because these areas will not be visible. While we at it, when extruding borders to cover holes, do not just scale it down, collapse it with Alt M - Collapse. This way the polycount of created geometry is reduced by half. Vertex paint the mesh with 00FF00Need to make a shadow map, too So what you should do: 1). Open the project in MD, in Property Editor switch to quads, raise Particle Distance to something reasonable, select everything but rolled up sleeves, collar, the front part of the shirt, Export ( Selected) them as thin, then select aforementioned patterns and export them as thick; 2). Clone a tank top, export its mesh, open, import both of your md meshes, delete everything OF THE OUTFIT that is hidden ( the back side of the shirt, the inside of rolled up sleeves, etc). Combine both MD meshes by selecting one, Shift-selecting the other, Ctrl J to join. Delete every part of the "nude" top that is covered by clothing as shown here and put shirt's uvs in the vacant places. Every part of the nude body that MD mesh covers should be deleted. In the place that is left you should put the MD mesh's UVs. Putting them in the extra space is a bad idea because many creators do and that can lead to overlapping of textures. 1). In 3D view select everything with A. In UV editor activate sync. Press B to activate box selection and select all MD mesh's UV islands; 2). in 3D view press P and choose Selection to separate the dress from the body; 3). Switch viewport shading to solid to see the wireframe better; 4-5). Select everything that is covered by the MD mesh leaving one loop of vertices at the bottom to prevent holes from appearing in the process of walking; 6). press Delete and choose Faces; 7-8). You can select edges as I did and in the pic and dissolve them; 9-10). Once done, select everything and set the background image. Shift-select the dress, switch to Edit mode, select everything, set the same exact background image. View- Draw other objects to see the body's UVs. 11). S to scale, G to move, R to rotate. S or G followed by Y/X will constrain modifications to the vertical/horizontal axis. R followed by a number will rotate the selection by this number. Place them like this so that it would not overlap with the body's UVs. 3). Create a uv_1 map, vertex paint, transfer weights 4). combine everything, assign cut number, import in the sims 4 studio, check in-game; My suggestion is to postpone this project, watch more tutorials and start from something simple and skin-tight. Always try to alight the seams of the outfit to the seam on the body, this way you will get a better uv_1 map.
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Post by mauvemorn on Aug 1, 2019 4:05:06 GMT -5
Either retopologize the mesh or raise Particle distance/switch to quads Open the project in MD, in Property Editor switch to quads, raise Particle Distance to something reasonable, select everything but rolled up sleeves, collar, the front part of the shirt, Export ( Selected) them as thin, then select aforementioned patterns and export them as thick;
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