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Post by jennysyc on Aug 22, 2019 21:44:49 GMT -5
I've managed to convert another game's shirt into Sims 4. Problem is, I'm using a skin overlay cc and the overlay chest displays on top of the shirt. Where should I look to fix this?
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Post by jennysyc on Aug 25, 2019 23:30:27 GMT -5
I managed to fix the top, but now the pants are messed up. I can't figure out how to fix the problem in uv_1 (as far as I know the problem is my uv_1). Blender file
Also, these are just the underclothes. The meshes I have are in separate pieces, do I use a base mesh to convert them all one by one then frankenmesh? Or can I use the underclothes as base?
Lastly, the meshes have their own specular and bump maps. Where in the conversion process do I add these?
Help/advice much appreciated!
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Post by mauvemorn on Aug 30, 2019 12:41:57 GMT -5
Hi. Sorry for belated reply. First, you need to delete all hidden geometry. Second, your uvs are in wrong places on both uv_0 and uv_1 maps Third, the mesh is not vertex painted. Fourth, you need to transfer the weights from the ea mesh instead of using the original weights. Fifth, the meshgroups in the blend you import in the package must have the same vertex groups as the corresponding meshgroups in the blend that is being replaced. When it is not the case, you might get distortions. There is no ea item in bottom category that has feet and toe bones, there are a few in full-body category. If you do not intend on sharing your package with other people, clone any bottom and exclude feet. If you want to share, I suggest to combine your top with bottom, clone a full-body outfit ( type Noctis in the search bar ) that has shoes, use it as a reference for weight transfer and a base for your package
Anyway, you should watch a few tutorials on clothing making that are not frankenmesh-themed because those parts already have uvs, weights, vertex paint, etc
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Post by jennysyc on Aug 31, 2019 10:36:53 GMT -5
Hi. Sorry for belated reply. First, you need to delete all hidden geometry. Second, your uvs are in wrong places on both uv_0 and uv_1 maps Third, the mesh is not vertex painted. Fourth, you need to transfer the weights from the ea mesh instead of using the original weights. Fifth, the meshgroups in the blend you import in the package must have the same vertex groups as the corresponding meshgroups in the blend that is being replaced. When it is not the case, you might get distortions. There is no ea item in bottom category that has feet and toe bones, there are a few in full-body category. If you do not intend on sharing your package with other people, clone any bottom and exclude feet. If you want to share, I suggest to combine your top with bottom, clone a full-body outfit ( type Noctis in the search bar ) that has shoes, use it as a reference for weight transfer and a base for your package Anyway, you should watch a few tutorials on clothing making that are not frankenmesh-themed because those parts already have uvs, weights, vertex paint, etc Ah, thanks for replying.
I figured the fifth part is where I went wrong. I found a full body knight mesh (fits the final outfit very well!) but if I use that as base, where do I start adding the other meshes? As I mentioned, the full outfit consists of multiple parts: undershirt, underpants, torso in 3 parts, arms, legs, boots in 2 parts. Do I add in each part before I append the cloned outfit or before vertex paint?
Oh! And how do I add the cape?
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Post by mauvemorn on Aug 31, 2019 10:39:32 GMT -5
You should use the one i suggested instead because it consist of only one meshgroup
You just combine all outfit parts together
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Post by jennysyc on Aug 31, 2019 23:36:36 GMT -5
You should use the one i suggested instead because it consist of only one meshgroup You just combine all outfit parts together Alright, I'll try again.
One more thing, I did some work on the underclothes and came up with these blend files. Am I doing the uv_0 and uv_1 maps wrong? How do I correct them? undershirt underpants
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Post by jennysyc on Sept 4, 2019 21:04:05 GMT -5
I tried again using a combined nude legs and feet mesh - because I couldn't figure out how to fit all those textures into one image for the uv mapping if I combined all the meshes. So I got this blend file but I'm getting this How do I fix?
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Post by mauvemorn on Sept 5, 2019 5:37:32 GMT -5
I tried again using a combined nude legs and feet mesh - because I couldn't figure out how to fit all those textures into one image for the uv mapping if I combined all the meshes. So I got this blend file but I'm getting this How do I fix? 2). As I said earlier, everything that is hidden and can be deleted should be deleted; 3). You have only one meshgroup, but instead of 0000, it has 0001 cut number. More about it here4). It has no proper uv_1 map, which is why you keep getting these problems
- enable sync ( 1 ), holding Ctrl, select these faces ( 2 - all orange circles) , in 3d view press Delete and choose Faces; - in UV editor select everything with A, click on x ( 3 ) and then Open, find this image and set it as a background; - bigger uv islands = better quality. With everything selected, scale them uniformly and move/rotate individually or in numbers until you get something like this ( 4 ). Once done, select everything, UVs - Export UV layout ( 5 ), you can use it as a reference when editing textures; - unfold Rig, make bottom, bottom_2, bottom_2_3, and feet selectable and visible ( 6 ). Select the fist one and press Shift D in 3d view, then LMB-click to confirm action. Do it for the other 3; - once done, select bottom.001, Shift select bottom_2.001, bottom_2_3.001 and feet.001, press Ctrl J to join; - choose your pants, select their uv_1 map. Add Data transfer modifier ( 7 ) and set it like this, apply; - change cut number and set Type to GEOM
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Post by jennysyc on Sept 9, 2019 8:53:48 GMT -5
Thank you! After days of researching and testing and figuring things out, the mesh does work better. But I'm still getting clipping issues - is it because I'm using CC body sliders?
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Post by mauvemorn on Sept 9, 2019 15:44:47 GMT -5
No. What item did you clone to start the package? It should be bottom and it should remain in the bottom category
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Post by jennysyc on Sept 9, 2019 19:14:37 GMT -5
No. What item did you clone to start the package? It should be bottom and it should remain in the bottom category I used the leather pants thing with the zippers in base game. Also kept the category as pants.
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Post by mauvemorn on Sept 9, 2019 19:38:28 GMT -5
I cant check the blend right now, but these leather pants have 3 or 4 meshgroups. Your mesh should have the same number of meshgroups, be split in the same way and have corresponding cut numbers. Your blend probably has only one meshgroup which replaces the first meshgroup (with cut number 0000, so the lowest) in the package instead of all of them (for lod0). What you're seeing are remnants of the original mesh
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Post by jennysyc on Sept 11, 2019 9:44:04 GMT -5
I cant check the blend right now, but these leather pants have 3 or 4 meshgroups. Your mesh should have the same number of meshgroups, be split in the same way and have corresponding cut numbers. Your blend probably has only one meshgroup which replaces the first meshgroup (with cut number 0000, so the lowest) in the package instead of all of them (for lod0). What you're seeing are remnants of the original mesh I cloned another package using nude part this time and it worked much better now. Thank you!
But now I need to tackle another problem: transparency. The original texture maps have alpha channels that got lost when I combined the textures into one image. I can probably get those back and redo the texture, but how do I get the transparency to show?
And finally, the outfit has a cape. Which base CAS part do I use to stick the cape on and transfer weights from?
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Post by mauvemorn on Sept 12, 2019 13:30:38 GMT -5
How to go about making something transparent depend on the mesh and texture image format. For example, if your file is png, you can just select the area you want to have transparency and, say, go over it with the eraser brush set to 50% of intensity. If its dds, you need to edit its alpha channel. When you import either of it in s4s, the texture would display skin underneath (or any other part of the original skin texture file). If you are making something that has to be truly transparent ( aplpa hair, glass in glasses, etc), you need to make it a separate meshgroup and change its shader. More about it here sims4studio.com/thread/1469/tutorial-create-transparent-skirt
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Post by jennysyc on Sept 13, 2019 22:14:24 GMT -5
So I tried working on the top part of the outfit and came up with this: body cape Now the mesh is horribly distorted ingame; I think I made a mistake in scaling down the uv_1. But I just didn't know how to fit all those meshes in that small box.
With the top:
With the cape:
With top, bottom, and cape:
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