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Post by sonyasimscc on Jun 15, 2020 17:51:17 GMT -5
I know how transparency works in Sims 4. But I only manage to fix everything through Milkshape but that program is very old and don't support high poly models. How can I sort the group order in 3ds max like we do in Milkshape? There's no up and down buttons there. The tutorial for transparency (http://sims4studio.com/thread/3857/most-transparency-issues-alpha-glass) doesn't teach that exactly.
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Post by simmerish20 on Jun 15, 2020 17:58:53 GMT -5
If I remember correctly, group order is sorted via names in 3D Max (Most of the time I made meshes for TS2, and most of the time SimPE threw a tantrum, so I'd usually go through Milkshape anyway, so it wasn't much of a problem). Been a while since I used 3D Max, though.
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Post by sonyasimscc on Jun 15, 2020 18:09:28 GMT -5
Yeah it's by name. But i'd like to do it manually. Is it possible? Do you know?
Is there any other 3d program that does what MS3D does?
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Post by simmerish20 on Jun 15, 2020 19:20:43 GMT -5
You should be able to use Blender for this. I think Blender does the same kind of low-to-high join sequence when it comes to mesh layering (select lowest mesh first, then the one you want to add). It has to do with the vertex count, so if you separate out all the layers, then start adding from lowest layer to highest layer, that should do the trick for hairs. You can select mesh parts with L and unselect with Shift+L. While you're working you can rename layers, which will make them jump to the appropriate spot in the list (like in 3D Max).
For glass and the like, Blender works with cut numbers, so you'll have to take note of which mesh part is transparent on the original mesh, because should be the cut number for the transparent part(s) on the new mesh.
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Post by sonyasimscc on Jun 15, 2020 20:16:07 GMT -5
Blender doesn't have a good and simple shader for transparency like MS3D. I don't like to use Blender to fix transparency issues. Today I finished a hair with 200 planes, trying to order those in Blender would be catastrophic. Everything was ordered in MS3D. But then when I was making the backfaces the program couldn't handle the polycount (38k with backfaces)
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Post by simmerish20 on Jun 16, 2020 6:30:23 GMT -5
Reduce the polycount, maybe? If Milkshape is struggling, that's probably a sign of a rather high polycount. Most hairs look plenty good around 20-25.000 polys, and won't cause Milkshape to throw a tantrum.
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Post by sonyasimscc on Jun 16, 2020 11:21:09 GMT -5
Milkshape limit is 65 000 triangles but it seems when regrouping it doubles the polycount for a moment before joining everything and that causes the error. If I create the backfaces in a file and then the front faces in another file and join everything in 3DSMAX it works well, but when exporting to S4STUDIO I got a lot of normal problems. This is driving me crazy. Reducing the polycount is not an option, the mesh became horrible. And the hair has more than 200 planes, because of that, I think 38k is reasonable. Please someone help me. I think the technique I used to join the mesh is the cause of the problems in my other thread sims4studio.com/thread/21129/caused-normal-issues-fix.
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Post by simmerish20 on Jun 16, 2020 12:28:09 GMT -5
It depends on how you reduce the polys (Decimate would be a no-go - it causes too much destruction, but I'm pretty sure this particular hair could be reduced with 25-30% manually. Not too hard, but a bit more tedious - just a matter of making the polys square ("J"), and removing a few edge loops and edges here and there with "dissolve edges" in places that can handle a slightly more edgy look, which for the most part isn't really visible on the distance you're viewing the sim anyway.)
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Post by sonyasimscc on Jun 16, 2020 14:23:46 GMT -5
I remade the backfaces using another technique and then imported to STUDIO just for testing. No normal problems this time. Conclusion: if you mess something up with your backfaces, you'll get unfixable normal problems like mine.
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