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Post by wafflesim98 on Oct 1, 2020 12:46:04 GMT -5
Hi guys. I have this problem: i.imgur.com/RLP2H7Y.png . From what i know is a vertex paint problem, but i don't know what. Here's what i do: Open a nude, import an obj, append the example, data transfer, i delete everything but the neck and hands of the nude, i join the nude and the top, put it on the template, i transfer weights: clean and data limit, test in rag, delete de example hop in vertex paint, choose 00FF00, set paint and import the mesh in studio, then i bake and import the texture. Thanks for the help
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Post by mauvemorn on Oct 1, 2020 14:14:24 GMT -5
Hi. Did you shrink the uvs after you transferred the uv_1? Also, you should not transfer weights to the body, it will mess them up. Join the nude with the body as the last step before splitting the mesh into meshgroups or assigning cut numbers.
All CAS items share the same UV space. Each has its designated area. To avoid overlapping, make sure to place UV islands not only in their designated areas but also in the vacant space. 1). Select the body, switch to Edit mode ( TAB ), disable Limit selection to visible; 2). Select everything covered by the garment, press Delete and choose Faces. If the garment has skirt-like bottom, make sure to leave at least one row of faces. Otherwise these deleted areas will be visible during walking; 3). Enable Sync, select everything with A; 4). Click on Browse and choose any texture; 5). Shift-select the garment, select everything, choose THE SAME texture, check View - Draw other objects. 6). G to move, S to scale, R to rotate. Following the first two with X/Y will constraint transformation to horizontal/vertical axis. Following any with a number will move/rotate the selection by that number of pixels/degrees. By default UV space is square ( 1:1 ), but TS4 textures are not ( 2:1 ). UV islands that were generated in the square space will become stretched vertically when rectangular textures are applied. To bring them back to their original size, select everything in UV Editor, press G Y 0.5 Place the garment's UV islands in the right spot. Make sure to scale them uniformly unless some need extra definition ( buttons, zipper, other small details ) or are hidden ( geometry created to cover holes, back side of clothing, etc ).
Share the package ad blend files please
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Post by wafflesim98 on Oct 2, 2020 2:27:50 GMT -5
Hi. Did you shrink the uvs after you transferred the uv_1? Also, you should not transfer weights to the body, it will mess them up. Join the nude with the body as the last step before splitting the mesh into meshgroups or assigning cut numbers.
All CAS items share the same UV space. Each has its designated area. To avoid overlapping, make sure to place UV islands not only in their designated areas but also in the vacant space. 1). Select the body, switch to Edit mode ( TAB ), disable Limit selection to visible; 2). Select everything covered by the garment, press Delete and choose Faces. If the garment has skirt-like bottom, make sure to leave at least one row of faces. Otherwise these deleted areas will be visible during walking; 3). Enable Sync, select everything with A; 4). Click on Browse and choose any texture; 5). Shift-select the garment, select everything, choose THE SAME texture, check View - Draw other objects. 6). G to move, S to scale, R to rotate. Following the first two with X/Y will constraint transformation to horizontal/vertical axis. Following any with a number will move/rotate the selection by that number of pixels/degrees. By default UV space is square ( 1:1 ), but TS4 textures are not ( 2:1 ). UV islands that were generated in the square space will become stretched vertically when rectangular textures are applied. To bring them back to their original size, select everything in UV Editor, press G Y 0.5 Place the garment's UV islands in the right spot. Make sure to scale them uniformly unless some need extra definition ( buttons, zipper, other small details ) or are hidden ( geometry created to cover holes, back side of clothing, etc ).
Share the package ad blend files please Sorry,i am a little confused because i used the template you can see here: www.mediafire.com/folder/idjkvjne5tyk4i2,g7phjmy0n5xqgay,gc8t93aoxvlicln/shared (and here are the blend files)
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Post by mauvemorn on Oct 2, 2020 7:51:41 GMT -5
Your issue is caused by the fact that you did not transfer a uv_1 map. uv_0 map is responsible for how the textures will be projected on the mesh while a uv_1 map defines how the mesh will morph. Select your outfit, add data transfer modifier, choose the reference as Source object, set the rest like in the pic, apply. This should be done before you join the garment with the body; The template you should be using is this one, it is made by TS4 developers. You should delete all parts of the body the garment covers then put the garment's uvs in the freed space. You should avoid that bottom left corner because everyone puts everything there and you end up with CAS full of items that cannot be used together because of texture overlapping. The smaller the uv islands, the worse the texture quality. Another thing, in MD the uv space is square. When you apply rectangular TS4 textures to square uvs, the later stretch vertically. You need to shrink them back before proceeding You should try to avoid or minimize overlapping (like the shirt part ) You vertex painted the mesh with the color meant for skirts. It should be 00ff00 Also, model in quads. Ideally you'd want to retopologize the mesh, if not at least do not use tris, the mesh looks like cramped paper. Change the settings and restart the program. To change the existing patterns, press select them all and either right-click on them and choose Quadrangulate or switch this in Properties
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Post by wafflesim98 on Oct 2, 2020 11:05:41 GMT -5
Hi,thanks for all the advice! I tried with a new mesh, but even before i did the data transfer yet it will not morph. :(
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Post by mauvemorn on Oct 2, 2020 14:04:17 GMT -5
1). In-game sims do not walk around in a t-pose, their arms are down. The garment will stay in the same position it was simulated, which is why everything with loose sleeves should be made with arms down. You should wrap your head around how things should be done first before making it harder for yourself. You can make this new shirt functional just to see why it should be made differently, but it's best if you make something else, like a water polo swimsuit or something that will cause you the least problems. 2). When it comes to choosing a reference for the weight and uv_1 transfer, you do not need something that is identical to yours in shape. For example, if you are making a top that does not go above the neck line and below the waist line, you can transfer both uvs and weights from the nude. If your mesh goes above or below top, you can join the top with the head or a bottom and then remove unused vertex group from the mesh with this addon If you are making pants that do not go above the waist line and below ankles, you can use nude bottom. However, if you are making something with a skirt-like bottom, you should choose a reference that is the closest to yours in length. Skirts are rigged differently depending on length, so you need to make sure to choose the one that is the closest so that it moves right and does not clip into legs. It can be a bit longer but not shorter, otherwise the mesh will take the data from legs. All body parts can be found under rig 3). it is best to work with Solid shading because it is easier to see problems this way; 4). There's no need to shift select the reference when you are transferring the uv_1, it does not affect anything, but just so you know. You need to click on UVs, see the blue button?Under Vcol. This is why nothing worked 5). It is easier to select vertices to delete in 3d viewport since you would not need to guess 6). Do not join the garment with the body until you will make it fully functional: weight transfer, vertex paint, uv_1 transfer, optionally uv_0; 7). Again, shrink the uvs in uv_0, they are stretched. 8). Again, do not transfer weights to the body, the fingers will get messed up 9). I do not know why did you pause and delete the reference during vertex paint
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