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Post by forestelf00 on Jul 16, 2020 13:21:40 GMT -5
Hello, this is literally my first attempt at making a big mesh edit (or any mesh edit to be precise).
The piece of clothing I made looks fine in blender, I had some trouble with the UV1 in case that turns out to be relevant (after importing data there were a LOT of misplaced vertices at the bottom of the screen that I had to manually put in the vague area they were supposed to be). It also looks fine in TS4 Studio.
I didn't touch weight painting.
When I went into CAS to check how my main texture looked this incredibly cursed... thing happened.
(please ignore the messed up shadow and bump maps, I didn't delete them and they're from the old top I used as a base in TS4 Studio)
I'd like to know, if possible, where I could have f'd up to fix as soon as possible as I'm not really thrilled at the prospect of throwing all my hours of hard work away :(
I can try to provide the mesh if necessary.
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Post by mauvemorn on Jul 16, 2020 13:32:31 GMT -5
Hi. We would need to see both blend and package files to know for sure. My guess is it has something to do with meshgroups, but need to make sure
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Post by forestelf00 on Jul 16, 2020 13:42:34 GMT -5
Hi. We would need to see both blend and package files to know for sure. My guess is it has something to do with meshgroups, but need to make sure
I used blender 2.78.0 to edit the mesh. Thanks in advance
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Post by mauvemorn on Jul 16, 2020 15:09:52 GMT -5
When duplicating and mirroring parts of the mesh, you need to do the same to the uv_1 and weights. The issue you're having is caused by weights. Blender can flip weights but only if they are named in a way it recognizes which is not the case for ts4 vertex group names. So you need to re-transfer them from the reference. Also need to re-paint the mesh with 00ff00 because there are white areas How to transfer weights in 2.76-9: - make sure both your reference and the garment are visible and selectable; - select the reference, Shift-select the garment, switch to Weight paint, choose Transfer weights. Then choose Nearest face interpolated and By Name; - use Clean tool with All groups selected; - use Limit total. This is how to vertex paint These are the settings you should choose to transfer a uv_1 map
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Post by forestelf00 on Jul 16, 2020 16:01:11 GMT -5
When duplicating and mirroring parts of the mesh, you need to do the same to the uv_1 and weights. The issue you're having is caused by weights. Blender can flip weights but only if they are named in a way it recognizes which is not the case for ts4 vertex group names. So you need to re-transfer them from the reference. Also need to re-paint the mesh with 00ff00 because there are white areas Thank you so much for your help!!! It worked perfectly :D
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