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Post by paxpenguina on Dec 4, 2019 0:10:16 GMT -5
hi all, been lurking on here all night trying to figure out how to do this.
so, here's my mesh in blender. i've also loaded it up in the studio and the mesh itself is working great:
the texture i'm trying to put on it has a weird format, though.
i have nooo idea how to make it apply to the mesh. ofc i want this for s4s but i can't get it to work in blender either (i am a complete noob tho). is this even possible? very confused and really hoping i can get this to work. thankies :3
edit: i unwrapped the mesh in blender and got everything lined up on a uv overlay, but i still don't know how to make that do it's thing in s4s. very new to this, sorry aha
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Post by mauvemorn on Dec 4, 2019 3:33:17 GMT -5
Hi. As I understand, you are converting this mesh from somewhere? It must have already came with uvs. You should either re-start or comeback to the stage where it was not re-unwrapped by you. In image editing software open this template, import and scale down/move the hair texture so it is in the top-left corner, delete the first layer (the template). Now that your background is transparent, save as png. In Blender select your hair, switch to Edit mode (TAB), in 3d view select everything with A, in UV editor select everything unless it is already selected, click on Open button next to UVs (if there's none, click on X first to remive current texture), get your newly created texture in the scene, put your UVs there ( G to move, S to scale, R to rotate, following the first two with X or Y will constrain modification to horizontal or vertical axes, following the last one with a number from -359 to 359 will rotate the selection by it)
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Post by paxpenguina on Dec 4, 2019 6:37:27 GMT -5
Hi. As I understand, you are converting this mesh from somewhere? It must have already came with uvs. You should either re-start or comeback to the stage where it was not re-unwrapped by you. In image editing software open this template, import and scale down/move the hair texture so it is in the top-left corner, delete the first layer (the template). Now that your background is transparent, save as png. In Blender select your hair, switch to Edit mode (TAB), in 3d view select everything with A, in UV editor select everything unless it is already selected, click on Open button next to UVs (if there's none, click on X first to remive current texture), get your newly created texture in the scene, put your UVs there ( G to move, S to scale, R to rotate, following the first two with X or Y will constrain modification to horizontal or vertical axes, following the last one with a number from -359 to 359 will rotate the selection by it) hiya, thank you so much for responding! yes, the mesh and textures are from borderlands. i added in the image you gave me and heck yeah it works in s4s now!
however, i have ran into a new problem :// after messing around with weights (i think i did it right but i'm running on no sleep so who knows lol) i imported the package into my game and now my sim is bald. super sad. any idea where i've gone wrong?
again, thanks for responding! im very tired so my apologies if i forgot to mention anything
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Post by mauvemorn on Dec 4, 2019 8:18:48 GMT -5
Hair blend files consist of 3 meshgroups: the original shape and 2 hat chops. When you put on a hat on the sim in CAS, the hair meshgroup switches from the original to the appropriate hat chop to avoid hair clipping into hat. The blend file you import in The Sims 4 Studio should have the same number of meshgroups with corresponding cut numbers as the one you replace. If you do not want to make your hair compatible with hats, just duplicate your original shape twice ( select it, in 3d view press Shift D, without moving the cursor LMB-click to confirm ) and set different cut numbers. More about cut numbers here Your mesh is missing a uv_1 map which is what dictates how it will morph during body customization Unfold rig, make head_2 selectable ( cursor icon next to eye icon), select your hair, add uv_1 map by clicking on +, add Data transfer modifier. Choose head_2 as Source object, set the rest like in the pic, hit apply; When transferring weights in newer versions of Blender, you must take an extra step which is to use Clean tool Append and select the reference mesh, shift-select your hair and transfer weights, use Clean tool;
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Post by paxpenguina on Dec 4, 2019 14:07:48 GMT -5
Your mesh is missing a uv_1 map which is what dictates how it will morph during body customization Unfold rig, make head_2 selectable ( cursor icon next to eye icon), select your hair, add uv_1 map by clicking on +, add Data transfer modifier. Choose head_2 as Source object, set the rest like in the pic, hit apply; thank you for the feedback! I followed the steps just mentioned above, however, I can't seem to select uv_1 in the second panel - like this; imgur.com/a/yOXChgaonly uv_0 or sort by name/order are available. this part is very confusing to me but i'm determined to get it right, dammit >.< I did however, manage to sort my cut numbers out. i realised that the sims cas tools plugin was disabled. also the chart you used as an example made things much clearer. thank you! edit: formatting went locoEDIT: ITS WORKING OMG YAAAY THANK YOU SO MUCH STRANGER <3
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Post by mauvemorn on Dec 4, 2019 15:05:47 GMT -5
You need to create it first
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Post by paxpenguina on Dec 4, 2019 15:32:43 GMT -5
ahhh, i remember doing that on a previous mesh and forgot how to get there haha, thank you xD ran into another small issue. the texture has a few artifiacts in it and i can't seem to get rid of them :/ any idea what i need to do? thanks for your time btw i've been going stir crazy trying to figure this out with google
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Post by mauvemorn on Dec 4, 2019 17:01:52 GMT -5
- select uv_0; - switch to Edit mode ( TAB ); - enable sync; - holding Ctrl to activate lasso selection, hold LMB and circle around these vertices to select all of them; - Select - Select more/less - more. There's, like, a whole original scalp under the hair that is selected right now; - in 3d view press Delete and choose Faces; - there are a few holes in the mesh now. Activate snapping to vertex, select one vertex at a time, press G and snap it to the right one;
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Post by paxpenguina on Dec 4, 2019 18:50:17 GMT -5
thank you so much! :3
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