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Post by Metalfenix_Raf on Nov 4, 2015 3:41:02 GMT -5
Hi guys. First, I must say thanks for this awesome tutorial! finished it 3 days ago and started my own franken-meshing project. Right now, I'm dealing with the texture and UV map, but I have just come to a scary halt: when I finish it, I still have LOD1, LOD2 and LOD3 to make :(
Is there a fast way to do them? my first mesh on LOD0 took me a long, long time, and the thought of repeating that 3 times is not fun at all. Is there a method to do this?
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Post by orangemittens on Nov 4, 2015 10:45:49 GMT -5
It depends on the project. In some cases you can decimate the LOD 0 to reduce the poly count a bit and use that for your LOD 1. In other cases doing this can cause cut number mismatches and/or problems with the joint list that lead to mesh distortion in the game. Often, if the changes you've made to the mesh are not really drastic, you can get away with not making drastic changes (or any change at all) to the lowest LODs. Before making the decision on what to do about your lowest LODs put your item into the game and zoom away from it. Zoom out all the way and see if you can detect any major difference in its appearance when you're far away from it. If you can't detect any major difference you don't really need to change the lowest LODs...they only show up when you're zoomed out.
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Post by Metalfenix_Raf on Nov 4, 2015 12:32:08 GMT -5
It depends on the project. In some cases you can decimate the LOD 0 to reduce the poly count a bit and use that for your LOD 1. In other cases doing this can cause cut number mismatches and/or problems with the joint list that lead to mesh distortion in the game. Often, if the changes you've made to the mesh are not really drastic, you can get away with not making drastic changes (or any change at all) to the lowest LODs. Before making the decision on what to do about your lowest LODs put your item into the game and zoom away from it. Zoom out all the way and see if you can detect any major difference in its appearance when you're far away from it. If you can't detect any major difference you don't really need to change the lowest LODs...they only show up when you're zoomed out. Thanks! I guess I'll leave alone the other LODs for now until I have sorted out the UV map and texture problems. I hope the lack of LODs does not affect me while I test the mesh on CAS in the game. I guess some clarification is needed. My project is to combine two male clothing tops. The vest in the left part of the pic, with the shirt and tie from the right part.  So far what I have on Blender, is this:  Right now I'm battling with the UV map, it's a big, big mess, since I had to do a lot of adjustments in the mesh (the meshes don't match perfectly like the dress and skirt from the tutorial) to correct the seams I had initially, specially on the union between the sleeves and the shirt, and the tie section. When I saw that I had to repeat that process for LOD1,2 and 3 freaked me out totally.
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Post by orangemittens on Nov 4, 2015 13:17:22 GMT -5
LOD 1, LOD 2, and LOD 3 are the lower level of detail meshes that are seen when you zoom out. The most important of these is LOD 1 because it is seen close up enough in game to see details pretty well. LOD 2 and, especially LOD 3, are seen from far away.
In the case of your project I think if you cloned the vest item and used this as your base that you might be satisfied not changing LOD 3 at all. In the game that LOD is seen at such a far distance that all fine detail is lost. This would cause the grey sleeve texture to be applied all down the arm of the Sim and it will look odd in Studio. However, in the game you cannot see the Sim wearing that LOD up close. You may even be able to use the original LOD 2 without feeling dissatisfied with the in-game appearance. That would leave you with only LOD 1 to deal with. If the LODs are similar enough structurally you can decimate the LOD 0 lightly and use that for your LOD 1. If they aren't you may have to make LOD 1 using the same method that you used for LOD 0.
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Post by Metalfenix_Raf on Nov 4, 2015 13:46:42 GMT -5
LOD 1, LOD 2, and LOD 3 are the lower level of detail meshes that are seen when you zoom out. The most important of these is LOD 1 because it is seen close up enough in game to see details pretty well. LOD 2 and, especially LOD 3, are seen from far away. In the case of your project I think if you cloned the vest item and used this as your base that you might be satisfied not changing LOD 3 at all. In the game that LOD is seen at such a far distance that all fine detail is lost. This would cause the grey sleeve texture to be applied all down the arm of the Sim and it will look odd in Studio. However, in the game you cannot see the Sim wearing that LOD up close. You may even be able to use the original LOD 2 without feeling dissatisfied with the in-game appearance. That would leave you with only LOD 1 to deal with. If the LODs are similar enough structurally you can decimate the LOD 0 lightly and use that for your LOD 1. If they aren't you may have to make LOD 1 using the same method that you used for LOD 0. Yup, you are right, I exported both lod0 and lod 1 meshes to blender, and the look really similar structurally, I'll decimate lod 0 then and hope the game does not explode lol. Thanks again orangemittens. I hope I get a beta version soon to get it tested by the folks of this site. And yeah, I use the vest mesh as the base.
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Post by Metalfenix_Raf on Nov 6, 2015 18:31:52 GMT -5
Well, I had to restart the project one more time, to put effort on joining both meshes (on my first try, there were seams difficult to correct), doing a less complicated UvMap, understanding the texture, bumpmap and RLES files, and doing the LOD files using the decimating option. orangemitten, I decided to go with the decimating route, decimating each mesh starting with Lod0, decimating it to get Lod1, repeating it to get Lod2 and again for Lod3. So far so good, I'll test the outfit ingame today, and If all goes well, I'll have my very first creator studio here  Thanks goes to untraditionalnerd for this tutorial, orangemittens for her advice and multiple tutorials (I found your decimating tutorial here, among others) and everyone here in Sims 4 Studio, without your help, this outfilt would exist only in my head. EDIT: tested in-game, and the LOD1,2 and 3 show seams (fortunately LOD0 looks so good as the pic). I'm not happy with the result, so... maybe I'll start making each LOD mesh as I did the 0 one (a total pain...but I won't stop being so close to the goal). I thought about leaving the mesh of the old Maxis vest, but looks weird with the texture. But I'm not gonna give up this project. 
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Post by orangemittens on Nov 6, 2015 23:35:34 GMT -5
Check your item in the game after you add each LOD. Make sure to check the lowest LODs by zooming out before bothering with them. Your project looks great so far and I hope you stick with it  When you say your lower LODs are showing seams could you show a pic of that...I'm not sure what you mean.
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Post by Metalfenix_Raf on Nov 7, 2015 0:16:50 GMT -5
Check your item in the game after you add each LOD. Make sure to check the lowest LODs by zooming out before bothering with them. Your project looks great so far and I hope you stick with it  When you say your lower LODs are showing seams could you show a pic of that...I'm not sure what you mean. I'm referring to the strange white patches I mark in the picture. Notice how Lod0 is good, but as I zoom out, the white patches are noticeable, specially with the gray shirt. 
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Post by orangemittens on Nov 7, 2015 0:39:18 GMT -5
If you post the .package I can take a look 
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Post by Metalfenix_Raf on Nov 7, 2015 1:49:51 GMT -5
If you post the .package I can take a look  I was just preparing the .package in onedrive for posting on creator studios 2 hours ago... well, that was just before I noticed those errors. here ya go. You can test it ingame if you like. EDIT: Removed the link, the mesh was fixed one day after I posted this.
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Post by segersims on Nov 7, 2015 8:50:21 GMT -5
This looks like a great tutorial but I cant even start as I dont know how to Append the skirt. When I try to append the skirt the skirt got 5 geometry and nothing works. So I wonder should I do something with the skirt first?
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Post by Metalfenix_Raf on Nov 7, 2015 14:47:40 GMT -5
Holy mackerel, I did realized that I skipped completely the UvMap1 step, the Uvmap1 on my lod0 mesh is a mess. Should I try to fix it? and since I'm asking about uvmap1, what texture does uvmap1 use? I'm sure that is not the texture one, that's for sure.
EDIT: nevermind, I found the uv_1 tutorial on this section, using the body txture, I see that some map sectors are falling into white parts of the body texture, maybe that's causing the strange white spots on my mesh while zooming out? I'll modify it and see.
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Post by Metalfenix_Raf on Nov 7, 2015 22:05:16 GMT -5
Sorry for double posting. It's just to announce that I finally managed to get rid of the white spots while zooming out. It seems that the culprit is the RLES files, it seems that the ones I made didn't work, and I used the ones of the original vest (wich I thought it wouldn't work) and now the outfit looks good while zooming out. I'll be testing tonight and publish here the final version. I'm so happy now 
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Post by orangemittens on Nov 9, 2015 16:07:42 GMT -5
I'm glad to hear you got it going...it came out looking great!
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Post by segersims on Nov 10, 2015 7:38:07 GMT -5
Would any like to answer my question above?
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