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Post by kikisimlive on Jul 14, 2020 2:55:39 GMT -5
Hi, so I'm having an issue with a hairstyle I'm working on. Haven't had this issue before. I've adjusted an adult hairstyle for a toddler. I've attached the hairstyle I created to a hairline of a toddler so it would be seamless. In-game the area above the ear seems to be torn. Very random. There are no holes in the mesh. I've removed the doubles. I've checked the UV 1 map to see if the connected vertices in there lined up as well and I've welded all of those. I've checked the weight paint and see no issue. I even did a weight transfer but it didn't make a difference. I've checked to make sure it's not clipping through the head and it's not. In-game it also really seems to be a tear/gap/hole. I don't know how to get them to connect? This is the download link for the LOD0 mesh www.mediafire.com/file/p9ldditiqnw2x6n/updatedtodlod0.blend/fileI've also tried to add an image to this thread but I don't think I managed it, here is the link:
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Post by kikisimlive on Jul 15, 2020 1:01:29 GMT -5
Oh wow, I've just noticed that if I load into the gameplay itself there are a lot more issues. imgur.com/a/Lt3YjmiThis isn't in CAS but it tis in the world. all the hairlines and necklines are all wonky. How I made them was I decimated the main mesh but attached it to the neckline (for clothes) and hair line for the hair of the level of details. So I'd get a base game hair, just take the hairline of the various level of details and then attach the mainmesh, but for the mesh I'd just decimate it down every time. It was quite time consuming so I'm a bit disappointed that it looks so bad in game. is there a way to fix it?
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Post by simmerish20 on Jul 15, 2020 7:40:55 GMT -5
The underlying mesh/rig in that Blender file has normal issues (you see it in the crisp lines at the top of the head and around the neck), and for some reason the sims in your picture have those issues too, so that could be the reason why those issues get transferred to the hair as well. I'm not sure why, but I'm guessing it could be a problem in the package file you're using.
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Post by kikisimlive on Jul 15, 2020 9:16:57 GMT -5
Thank you for getting back to me? Do you mean the normal map?
Or is it rig related? Because I f it's rig related I really wouldn't know how to fix it :(
For all these assets I've used a base game item to upload the meshes over.
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Post by kikisimlive on Jul 15, 2020 9:24:52 GMT -5
Ah hey! I made the normal map blank and that fixed the majority of the issue!!! Thank you!
The mesh for the toddler and the child is still ripped above the ear though.
Any ideas?
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Post by simmerish20 on Jul 15, 2020 9:51:58 GMT -5
It's not a good idea to use the "make blank" button on the normal map, if that's what you did.
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Post by kikisimlive on Jul 15, 2020 14:57:39 GMT -5
Oh... it is what I did...why what does it do? other than get rid of the bump map? So, no extra detail?
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Post by simmerish20 on Jul 15, 2020 15:57:20 GMT -5
Deleting the normal map can cause problems in the texture. If you don't want the normal map you're supposed to make it neutral by importing a grey DDS file.
Can you upload the package file? Sometimes there can be problems in the package file that don't show in the blender file (and opposite), and it's easier to spot them by looking at the file than looking at pictures.
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Post by Feyona on Jul 15, 2020 16:03:21 GMT -5
Create a "blank" normal map by making 1024x1024 file, fill it with 8080ff color or (R:128 G:128 B:255). On channels tab create alpha channel, copy red channel to alpha channel and green channel to red and blue. Save as .dds and import, it should look light gray.
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Post by kikisimlive on Jul 16, 2020 0:36:24 GMT -5
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Post by simmerish20 on Jul 16, 2020 9:13:14 GMT -5
The problem with the head is present in S4Studio, too. It's just less visible because there isn't the same light. You can see it in the neck area and around the ear. It's very visible if you change to the LOD 2/3/4 meshes, and there you also see the problem for the forehead. It probably has to do with how the seams were done. You shouldn't have visible gaps when the mesh is done.
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Post by kikisimlive on Jul 17, 2020 8:15:26 GMT -5
Hi Simmerish, thank you so much for looking into it for me. But, I'm not sure that's it. I think in the sims4studio it looks like that because the hat cuts are clipping through it, giving it that appearance. When I checked my lods in blender I couldn't see any gaps at all. Well, there was one vertex that was pulled out of place by the ear in lod1 or 2, which I've fixed now, but that was nowhere near to warrant the distortion going on above both ears. :( If there's no solution I'll try modelling some hairfloofs to cover the gaps and cheat. Unless those will then also tear above the ear... I really don't understand what's going on with this. Anyway, here is the updated file www.mediafire.com/file/null/SimLivehighponytoddler.package/file It also has that blank normal map now.
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Post by simmerish20 on Jul 17, 2020 12:59:32 GMT -5
^ That file doesn't work for some reason. This picture shows some of the problems. It's taken of the LOD3 because the problems show better there due to the face being low-def, but the problems are also present in the LOD1, and you can see it particularly around the left ear (same mesh used for all LODs = same problems). The gaps are wider and more visible for the LOD2/3 meshes, and could be hidden enough to not be noticeable in the LOD1, but would cause problems with normals because they're not properly connected. Just so you're aware, the sim rigs imported into Blender aren't 100% perfect, so you may not want to use them to connect hairs or clothes to (the "Sims4studio_mesh_" files are fine). There's probably a proper way to connect the hair, just not the rigs.
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