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Post by KurayamiXIII on Aug 19, 2020 23:52:12 GMT -5
Hello everyone! I'm testing a beard + mustache combo for a sim where on blender and on s4s it looks fine but in game it looks like this: I know the weights + vertex paint + UV 1 are fine as I used the head itself as a base, yet it doesn't seem to respond mush to the face deformations. I've even tested switching the weights with the closest beard appearance-wise to no avail.
Tutorials on facial hair are basically nonexistent so any help is greatly appreciated! package
PS: Not sure if it's relevant, but the image has a skin detail facemask on but the issue is still there even without it.
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Post by mauvemorn on Aug 20, 2020 6:17:45 GMT -5
Hi. As you were reshaping the goatee, the border vertices of the beard ( that previously matched the ones on the face perfectly) were also moved. You need to snap them back Unfold rig, make the head selectable, for your convenience make the wireframe visible. Then select the facial hair, switch to edit mode, choose Vertex select, enable snapping to vertex, snap vertices As for the difference in the shade of skin, that happens because you deleted the normal map, i think. Make blank button removes maps from the file which disrupts it and causes all types of issues. Never ever use it. Same for for shadow map. Here are some blank maps for testing that are blank the right way, however, i advice you to make proper ones
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H3nrx1
New Member
HenOMG_Gaming on Origin
Posts: 1
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Post by H3nrx1 on Aug 20, 2020 6:37:53 GMT -5
Help how do I make a thread
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Post by mauvemorn on Aug 20, 2020 7:41:02 GMT -5
Help how do I make a thread There is a Create thread button in the right corner If you are experiencing a specific problem, please share a picture of it, blend and package files right away. You can upload them on google disk or any other file sharing website
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Post by KurayamiXIII on Aug 20, 2020 10:39:00 GMT -5
Ok so I reconnected the border vertices and added a blank normal map (even though the original package didn't have one) and the goatee slightly worsened.
Although I managed to solve the slight shine that it had by replacing the specular with the blanks provided. I updated the files in the original post with the edits you suggested.
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Post by fallingsim on Aug 20, 2020 15:33:12 GMT -5
I was able to fix it by setting the vertex paint to 007f3f (light bluish green), the same as the hairline vertices in hair.
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Post by mauvemorn on Aug 20, 2020 16:02:59 GMT -5
You should have turned on snapping to VERTEX and enabled wireframe rendering, they are still not aligned. Either the package did not update or the empty shadow and normal maps were not replaced with blank ones. But that's not the main problem actually. I assumed that you just made the tip of some maxis goatee longer, I didn't actually check what you cloned. The original goatee was aligned to the face in different places, meaning the weights and uv coordinates of the goatee do not match those of the face. It is also vertex painted with 2 different colors. So basically you would need to re-transfer a uv_1, weights, re-bake all textures, and change vertex paint. The goatee also does not need a uv_2, that's for the head only.
I think a better idea would be to re-do the goatee, this time without moving the borders
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Post by KurayamiXIII on Aug 20, 2020 16:52:03 GMT -5
Ok so I tried fallingsim's solution as a last ditch effort before attempting @mauvermorn's and it worked! I was not aware that facial hair had a specific green shade completely different from the rest of the cas items that I've done so far so thank you both!
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