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Post by icequeen120 on Apr 28, 2020 18:51:18 GMT -5
Hey! Super new to dabbling with creating CC so my apologies if I'm missing the obvious! With all the isolation boredom I've tried my hand at creating my first custom mesh, but I seem to be having problems with distortion when zoomed out in game. I did have a look at the common problem thread which mentioned checking that all LOD's have been replaced, which I've done (hopefully correctly haha..). So I was hoping someone might be able to point me towards my mistake or possible reasons for it. Linked is a imgur page with a photo of the CC looking as it should and then distorted when it's zoomed out. imgur.com/a/6Oztt0lFor reference I've created the garment using Marvellous Designer 7, edited the mesh using blender 2.78, transferred the weights with blender 2.70 and am using Sims 4 Studio 3.1.3.2. Also I'm more than happy to share the .package file, but at the risk of sounding like the village idiot I can't seem to work out how to do so... XD Again, super new to this my apologies. Any help is greatly appreciated!
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Post by jwofles on Apr 28, 2020 19:16:47 GMT -5
Hi can you share the .package and .blend please? From the screenshot it looks like you didn't import the same amount as meshgroup/cuts (s4studio_mesh_1/2/3) as the .package requires/originally had. If it's not that then it's a weight issue that your mesh has too many weights defined on some vertices.
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Post by icequeen120 on Apr 28, 2020 19:50:43 GMT -5
Wow, thank you for the super speedy response! Now you've mentioned it, it makes sense that it might be an issue with the mesh/cuts meeting the previous requirements of the package since there was a lot of trial an error with learning how to achieve the sheer skirt. This link is for wetransfer, and has the package file and the blend I used for LOD0. we.tl/t-lcik6aaHMeThanks again for the assist! :D
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Post by mauvemorn on Apr 29, 2020 8:54:37 GMT -5
Hi. Each meshgroup in the blend file you import in the package should have the same vertex groups as the one it will replace. For example, the dress you cloned is split in the mesgroups at the bottom where it has toe, foot, calf, thigh, skirt vertex groups. You are replacing these meshgroups with those that do not have them. A better idea would be to join s4studio_mesh_1 and s4studio_mesh_2 with each other, change the cut number to 0000. Then join s4studio_mesh_4 with s4studio_mesh_3 ( in this order ) and change cut number to 0001. The clone yfBody_DressPanels and follow this tutorial Also, the skirt is not vertex painted, will not morph without it Vertex paint dictates what variation (skin-tight and robe-like) of deformation maps the painted area will deform according to in CAS during body customization and animation. 00FF00 is for skint-tight areas, 3FFF00 is for any skirt-like area ( skirts, bottom parts of dresses, coats, aprons, etc). Start by choosing 00FF00 and Paint - Set vertex color 1). Disable Limit selection to visible; 2). Holding Ctrl, lasso-select the bottom part of the mesh starting somewhere in the middle of the pelvic bone; 3). Enable sync; 4). Press B and deselect legs; 5). Switch to Vertex paint and enable Face selection masking for painting; 6). Type in 3FFF00; 7). Paint - Set vertex colors; 8). Press A twice to deselect and select everything again, Paint - Smooth vertex colors
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Post by icequeen120 on Apr 29, 2020 16:13:16 GMT -5
Hi, I've had a play today with following your instructions and the tutorial you linked which I had a play with when I was first trying to create the dress but never managed to get to work for me. I must be going wrong somewhere, but I'm struggling to work out where. :( Following along with the tutorial, I get to the end of step four, but unlike in the example my second cut (the skirt) still doesn't show either as transparent or at all. Instead the duplicate geometry still shows as the 0000 cut(body suit). I've double checked in blender and as far as I can see the two cuts are numbered separately, and I followed the steps in the tutorial with a keen eye but if you can see my mistake that would be amazing. Here is the attached package and blend where I've followed your instructions in combining mesh 1 & 2, adjusting the vertex paint, and then I've cloned the panel dress and attempted to follow the linked tutorial with no success: we.tl/t-umyEyqgGnTAlso, I noticed that for yfBody_DressPanels there are 5 geometries across the 4 LOD's which I thought was a bit strange, since so far I've come across meshes that have an equal number of geometries for each LOD and cut. I'm assuming it belongs to LOD 1 given it's position but is there a way to confirm which LOD the additional geometry belongs to? & How would I deal with that when it comes to creating more cuts since it appears there are already two cuts to one of the LOD's? Thank you for your time and sorry for the stream of questions! This has been such a learning curve and there's so much to pick up, but each day I feel like I'm getting a bit better. XD
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