|
Post by oneirigiri on Jan 13, 2020 5:01:45 GMT -5
Hi, this is my first mesh ever. I don't know much about meshing yet. I have been picking up what I can on YouTube and forums everyday since I started a week ago. I'm working with Blender 2.76 on an alpha hair I started from scratch. I'm finally done with the mesh, which is not hat-chopped - so I merged the "whole" hair mesh to all 3 of the s4studio_mesh layers on the blender file. (I actually don't know how to do a proper hat chop given the vertices / structure of my mesh). But anyway, my problem is that I can't import the mesh into Sims 4 Studio - it never finishes loading. Please let me know if there's anything I can clarify. Here's the file so far - drive.google.com/file/d/1to_Zd3cGbFWwIYxPppMpAKrzHet4JesB/view?usp=sharingThanks in advance.
|
|
|
Post by sigma1202 on Jan 13, 2020 5:47:14 GMT -5
Meshes with a lot of polygons take a long time to import sometimes even around 10 minutes, try waiting for a while
|
|
|
Post by oneirigiri on Jan 13, 2020 6:32:05 GMT -5
Oh I see!! Okay, I'll give that a shot right now <3
|
|
|
Post by mauvemorn on Jan 13, 2020 7:57:29 GMT -5
Hi. First, you should apply modifiers before importing the mesh. Second, it will be very high-poly. 72k polygons per meshgroup is TOO much. Ideally you should apply Subsurf as it is and remove unnecessary edge loops manually, this way you will get to preserve nice smooth look and control density yourself ( like, they most certainly do not need this many edge loop vertically ). But you can also try Decimate modifier. It may rip your uvs, so be careful. Also, by default Solidify modifier does not just create the outer faces, it also creates side faces. You need to disable Fill Rim option before applying. And do this after you reduce the polycount, not before. Also, you need to create a uv_1 map and vertex paint the hair with 007F00. There is an option of not creating outer geometry at all and making mesh double sided instead through tuning in the Warehouse, which Sigma manage to do but I did not. I must have missed something, but you should try it UV_1 map dictates how the mesh will morph during body customization in CAS. - unfold rig, make head selectable ( cursor icon next to eye icon); - select your hair ( after you reduced polycount but did not apply Solidify yet), add new uv map, rename both to uv_0 and uv_1; - add Data transfer modifier, choose head as Source object, set the rest like in the pic, apply. There may be stretching which you can deal with the following way: - switch to uv_1 map, switch to Edit mode ( TAB), enable sync, switch to Face select; - press B and select these stretch faces, in 3d view press NUM3, disable Limit selection to visible, press B, hold Shift, and deselect the front; - disable sync, select vertical row of vertices on one side, press W and choose Align X to straighten, press G X and move them to the other side.
|
|
|
Post by oneirigiri on Jan 13, 2020 10:15:42 GMT -5
Hi, mauvemornI've been lurking a lot on this forum and see your name a lot. Thanks for replying to me. When you say apply Subsurf as is, do you mean that I leave it on "View: 1"? I also haven't used Decimate before, do you have any advice on what settings I should try it on? Prior to importing, I used Subdivide and solidify modifiers on 3 of the s4studio_mesh layers. I didn't notice how high my poly count was until an hour ago. I was also able to import awhile ago, but unsurprisingly, it came out garbled, like this: drive.google.com/file/d/188MV_plHF9uwNmXbyy2iQd9Q5tFFa3Io/view?usp=sharingI'll follow through with the rest of your instructions tomorrow. Gotta rest for now, CC-making is something else HAHA. Thank you =)
|
|
|
Post by mauvemorn on Jan 13, 2020 12:12:53 GMT -5
Right now View is set to 2 and I think it's best to leave it as it is because lowering it does not give a very smooth result. As for Decimate, just click on the Ratio and drag it to the left, the moment the shape starts to change, go back a bit until it has it's original shape. I brought it to around 0,35. Before you do, select everything in Edit mode and choose UV/Shading tab - Faces - Smooth. Anyway, I still recommend to just remove these unwanted edges yourself, its not hard: - start with selecting everything, Mesh - Clean up- Delete loose, there is a lot of loose geometry; - select one edge on any "hair strand", press NUM. (period key) to make it the center of rotation ( right now the center is somewhere far away); - press Ctrl L to select the whole strand, optionally you can isolate it ( Shift H to isolate, Alt H to reveal hidden); - Alt-LMB-click on one vertical edge loop, Shift-Alt-Click on one more. I suggest to delete every second one, but if a strand is flat, you can delete more. You want to preserve shape but reduce density. I suggest to leave horizontal edges as they are. - Press Delete and choose Dissolve edges to remove edges. To merge them Alt M - Collapse, make sure to check UVs option;
|
|
|
Post by oneirigiri on Jan 15, 2020 8:26:52 GMT -5
Hi again, apologies for the late response. I fixed up my mesh and did a ton of edits. I left some vertical loop cuts, but they're minimal now. I was able to follow along all the instructions except on checking if the UV had spread or not, specifically, open up the portion displayed on the right side of your picture here below. I also tried checking it on game, and so far these are the results: I'm not sure what I've done wrong. The hair still looks broken in game, my weight transfer went wrong (strangely), and two small front strands went missing in CAS. Do you mind looking at it again? Here's the new file. drive.google.com/file/d/1t9JuhL3HnnnHRNUZbH_etLH8C0rmL0Gj/view?usp=sharingThank you.
|
|
|
Post by oneirigiri on Jan 15, 2020 8:27:47 GMT -5
Photo that didn't pop up : link
|
|
|
Post by mauvemorn on Jan 16, 2020 11:57:31 GMT -5
I've tried everything I could think of to resolve this transparency issue but nothing worked. I made a new thread here where you can also find new files I remade topology to have easier time layering everything, re-transferred weights, made a uv_1 map, but want to wait a bit to see if anyone knows what's wrong to finish and film how I did everything
|
|
|
Post by oneirigiri on Jan 17, 2020 8:55:12 GMT -5
mauvemorn Thank you very much for all your efforts on helping me solve this. I will continue to search online for information regarding this as well!
|
|