Post by soaplagoon on Aug 29, 2019 15:20:46 GMT -5
Hi, I'm trying to convert Goro Akechi's hair from P5 Dancing into a Sims 4, and I'm very new to converting Meshes to Sims 4
While I was able to figure out how to get the mesh for the hair properly finished, I am having troubles with UV Mapping - specifically being able to change what area the mesh references as its texture.
Here's what I have so far:
![Goro Akechi Hair in Blender](https://66.media.tumblr.com/2eb01bac97d063bf76cf6c6a51244a30/tumblr_px0l79aePc1xhx63ao1_540.png)
![Goro Akechi Hair Texture Ripped](https://66.media.tumblr.com/dc5347afc8381074671f4dd824ffd2e9/tumblr_px0l79aePc1xhx63ao2_1280.png)
*It is the proper dimensions its just flipped + when used it covers the whole body, like so:
![Goro Akechi but he's Groot](https://66.media.tumblr.com/f5f8d5eff2508a4b57614a181f0112cd/tumblr_px0l79aePc1xhx63ao4_r1_500.png)
I understand it is because Sims 4 uses one UV map as opposed to several, so I need to edit the UV mapping. I watched a tutorial on how to slide the selection area but it only helped me so much because the selection area is stretched differently on the Mannequin UV Map...
![Texture Map #01](https://66.media.tumblr.com/d00d6fb6dab36eeb0cf5c1d55301a16e/tumblr_px0l79aePc1xhx63ao5_r1_1280.png)
![Mannequin UV map](https://66.media.tumblr.com/e57e5b28fb833c063c60123f72fe3978/tumblr_px0l79aePc1xhx63ao6_r1_1280.png)
I tried using the trick where I scale it down to the corner space, which did solve it in a way, the only problem is that the texture wont be HD when I do that (please note that I do not own Photoshop, the best I can use is Pixlr.com which is great but wont let me double the size of the mannequin proportionately due to its maximum image sizes).
So I used Pixlr Pro (free trial) to scale the image higher so it can be more HD while still being proportionate, but even then the best I can do to fit the texture in a space without reducing its quality or overlapping on the mannequin was by setting it like this:
![An Attempt at fixing it](https://66.media.tumblr.com/87fafb8f5168067072299bba20845b42/tumblr_px0l79aePc1xhx63ao3_1280.png)
**The pink/white area was the previous attempts, just for context
However, like I pointed out earlier, the texture mapping is stretched differently on the mannequin texture than it is on its regular texture (see the above images w the edit mode selections). I would like to be able to stretch it but I cant seem to find out any information on whether or not I can stretch or change the proportions of the UV area it references for the texture. Someone with more knowledge of this / of Blender as a program please help???
While I was able to figure out how to get the mesh for the hair properly finished, I am having troubles with UV Mapping - specifically being able to change what area the mesh references as its texture.
Here's what I have so far:
![Goro Akechi Hair in Blender](https://66.media.tumblr.com/2eb01bac97d063bf76cf6c6a51244a30/tumblr_px0l79aePc1xhx63ao1_540.png)
![Goro Akechi Hair Texture Ripped](https://66.media.tumblr.com/dc5347afc8381074671f4dd824ffd2e9/tumblr_px0l79aePc1xhx63ao2_1280.png)
*It is the proper dimensions its just flipped + when used it covers the whole body, like so:
![Goro Akechi but he's Groot](https://66.media.tumblr.com/f5f8d5eff2508a4b57614a181f0112cd/tumblr_px0l79aePc1xhx63ao4_r1_500.png)
I understand it is because Sims 4 uses one UV map as opposed to several, so I need to edit the UV mapping. I watched a tutorial on how to slide the selection area but it only helped me so much because the selection area is stretched differently on the Mannequin UV Map...
![Texture Map #01](https://66.media.tumblr.com/d00d6fb6dab36eeb0cf5c1d55301a16e/tumblr_px0l79aePc1xhx63ao5_r1_1280.png)
![Mannequin UV map](https://66.media.tumblr.com/e57e5b28fb833c063c60123f72fe3978/tumblr_px0l79aePc1xhx63ao6_r1_1280.png)
I tried using the trick where I scale it down to the corner space, which did solve it in a way, the only problem is that the texture wont be HD when I do that (please note that I do not own Photoshop, the best I can use is Pixlr.com which is great but wont let me double the size of the mannequin proportionately due to its maximum image sizes).
So I used Pixlr Pro (free trial) to scale the image higher so it can be more HD while still being proportionate, but even then the best I can do to fit the texture in a space without reducing its quality or overlapping on the mannequin was by setting it like this:
![An Attempt at fixing it](https://66.media.tumblr.com/87fafb8f5168067072299bba20845b42/tumblr_px0l79aePc1xhx63ao3_1280.png)
**The pink/white area was the previous attempts, just for context
However, like I pointed out earlier, the texture mapping is stretched differently on the mannequin texture than it is on its regular texture (see the above images w the edit mode selections). I would like to be able to stretch it but I cant seem to find out any information on whether or not I can stretch or change the proportions of the UV area it references for the texture. Someone with more knowledge of this / of Blender as a program please help???