Post by sirthopas on Sept 10, 2020 22:54:02 GMT -5
So I've got two issues: I'm trying to convert an armor from Dragon Age. Part of the outfit is made of fur, which is alpha instead of clay. But there's this thin outline around the fur that I can't figure out how to clean up. It's a little hard to see in the picture, but there's a fine line going around the top of the fur.
The second issue is the weights in the skirt. The thighs underneath the skirt poke out when the sim is walking. It's kind of an odd shape since the sides are longer than the front or back, so as far as I know there isn't a comparable skirt that I can transfer the weights from. I've been playing around with them (so they're probably a mess now), but I can't see any difference from the original conversion to all the different variations I've tried. So maybe it's not the weights?
1). Fur outline happens because the uvs are close to the opaque background on the texture. Just remove that in the image editing software; 2). The skirt issue is happening because of weights.
But there's a lot more to it:
1). The whole outfit is vertex painted by the wrong color. The hex code for skin-tight clothing is 00FF00. However, the skirt-like area should be vertex painted with 3fff00 and the transition between them should be smoothed with Smooth vertex color; 2). Your garment comes with shoes. The item you cloned and used as a reference does not. The feet are not affected by the right bones. 3). The bottom of your garment is a combination of a skirt-like things and leggings. You need to transfer weights from a different reference to leggings; 4). do not join the body with the garment until you make the later fully functional. The weights and uvs never transfer right to the body; 5). the bigger the uvs, the better the quality of the textures. You have a lot of free space available still. You should have arranged the uvs to take the most of it and then rebake the texture 6). All transparent parts of the mesh can be separated into one meshgroup unless they need to disappear when interacting with accessories or shoes which is not the case here; 7). Never use Make blank button in s4s. It removes maps from the file thus disrupting it and causing all type of issues; 8). Regardless of whether you want the garment to have shine, you need to make a proper specular map so that the shine from other items does not show on yours; 9). Use nearest face interpolated when transferring weights and a uv_1; 10). UVs generated in the square space stretch vertically when rectangular textures are applied. You need to shrink them before arranging; 11). Maxis items are split into multiple meshgroups to tune each of them differently. The item you cloned was split in two meshgroups in the calf area to disappear when interacting with tall boots. By replacing these two meshgroups with your transparent ones you are creating two problems: first, the new meshgroups are still tuned to disappear, second, you are introducing new bones that the previous meshgroup was not affected by.
If you could give me the original obj with the texture, I would make you everything quickly. If I will do it now, the textures will be very bad and you'll have to remake them manually in the image editing software
Last Edit: Sept 13, 2020 9:44:54 GMT -5 by mauvemorn
Post by sirthopas on Sept 15, 2020 23:20:03 GMT -5
Thank you for all the advice! This was only half done so some things (like the specular map) is just something that I hadn't gotten to yet, but a lot of other things in your list I didn't know about. Thank you so much!
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