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Post by ziachisims on Oct 4, 2020 17:42:38 GMT -5
I've tried following this: Create transparent skirt tutorial (from the "inner part" bit) and I just can't get it to work. I've tried merging the vertexes for the front- and backside but it just looks messy and I also tried creating a border but that messed up the UV map. Can someone please explain the process to me? Context: I'm making a knee-length dress with slits on both sides and I want the legs to be visible. That's why I need an inner part. Here's the file: BLENDER FILE
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Post by mauvemorn on Oct 4, 2020 19:18:53 GMT -5
Hi. To delete faces, select the area, press Delete, choose Faces. The way you deleted them led to stray vertices in the scene. To remove those stray vertices, in Edit mode press A, Mesh - Clean up - Delete loose. If you will simply add thickness and leave legs, they will clip into skirt during movements, they already do because of the shape alone. A better idea would be to delete everything that is hidden. I suggest you to watch an introductory course for Blender or some dramatic frankenmesh tutorials because there is a lot you have to change - select legs, switch to Edit mode (TAB), switch to the side view ( NUM3), disable Limit selection to visible, choose Vertex select. Holding Ctrl, RMB-click-and-drag to select the area like in the pic. Switch to the front view ( NUM1) and select the inner thighs; - if you were to switch back the Limit selection to visible, you'd see that the legs poke out from the skirt. In the front view select thighs, press S X and scale them down a bit; - select the skirt, switch to the side view, select everything to where the cut starts, Mesh-Faces-Solidify, set thickness to whatever; - Select - Select more/less - More, press Shift H to isolate, Select - Select more/less - Less, Delete - Faces. Select the rim at the top and the rim at the back and Delete, too; - now you have the rim left, this rim you should snap to the legs with snapping tool enabled ( to Vertex). For your convenience enable wireframe rendering for legs; - after you're done, unhide everything with Alt H;
- after that you need to unwrap created geometry and edit uvs so that the skirt's texture is not projected on legs Updated blend
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Post by ziachisims on Oct 6, 2020 13:11:53 GMT -5
Thank you so much for your help and the updated blend file!
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Post by ziachisims on Oct 6, 2020 16:28:57 GMT -5
mauvemorn The mesh isn't showing up in S4S for some reason and I don't understand what went wrong. I only made minor adjustments to the updated file you sent me and did the UV unwrapping thing. I'm sorry for not being able to grasp what to do. I would appreciate help if you've got time to do so. Blender file
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Post by mauvemorn on Oct 6, 2020 17:27:48 GMT -5
What version of blender do you use?
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Post by ziachisims on Oct 6, 2020 18:07:31 GMT -5
mauvemorn I use the 2.70 version. Why? Does it matter?
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Post by mauvemorn on Oct 6, 2020 20:43:18 GMT -5
Yeah, s4s does not support all versions of blender. 2.7 it does support, though. I cannot check the file right now, but you can do the following: 1). Make sure the mesh is visible and selectable before you save the blend; 2). If it is, check if you have this menu with type and cut number If you do not, go to File - User preferences, click on Install from file button, navigate to _:\______\Sims4Studio\Blender\Scripts\, and choose io_sims.py, click on Install from file, close and open Blender and s4s again. 3). If none of this will help, install 2.76, it seams to work for everyone
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Post by mauvemorn on Oct 7, 2020 18:20:21 GMT -5
I forgot to check the cut number. It should be 0000 if you cloned something made of 1 meshgroup. This is the reason it does not import.
Also, checked the file you shared, all uvs in the uv_0 map are messed up, you have to go back to my file and re-do what you wanted. To unwrap individual uv islands, you need to select them only.
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Post by ziachisims on Oct 8, 2020 2:55:56 GMT -5
mauvemorn I'm sorry for the late reply, I didn't see your response until now. Thank you for taking time to explain it to me. You could probably tell but this is my first ever mesh edit so things are quite confusing to me so I'm very grateful for your patience and help. I'll do what you suggested and hope it will work.
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Post by ziachisims on Oct 17, 2020 17:20:36 GMT -5
mauvemorn Hi again. I realized I'm very confused with the unwrapping part. I know where to click in blender but it turns out weird. I've tried unwrapping each part of the mesh (e.g. sleeve), which is what I assume you meant with "island", but it doesn't look quite right, at least as far as I know. Would you mind helping me out or just explaining it to me? Updated blender file
Edit: To be more specific, the "islands"/parts are still tied to the whole UV_1 when I've tried unwrapping and they can't be separated from it. I'm also confused when it comes to what I should do once I've unwrapped the UV. I know I'm supposed to fit it over an existing UV but where do I do that? Do I also need to include the unwrapped UV in the texture file?
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Post by mauvemorn on Oct 18, 2020 6:08:25 GMT -5
Uv islands are each separate part of the uvs. To unwrap something you need to either tell the software where the seams should be or select each area one at a time. For example, if you want to unwrap the geometry that is closing a hole at the bottom of the skirt, you can simply select that area and click unwrap. You'll get a new uv island that way If you wanted to unwrap the whole skirt, you would need to mark seams first, then select the skirt, then click unwrap
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Post by ziachisims on Oct 22, 2020 13:46:57 GMT -5
mauvemorn I'm sorry to bother you again but I really can't figure out how to properly unwrap the mesh. I've googled and read tutorials but it's hard to understand and transfer it to my own project. I appreciate your explanation, it helped quite a bit, but I'm still struggling. I'll specify what I struggle with: - Marking seams. Where do I apply this? You mentioned "the geometry that is closing a hole at the bottom of the skirt", which makes sense, but where else? Should I also "mark seam" on the ends of the sleeves, the collar, the slits? - Should I do the "edge select" rather than the "vertices select"? - What should I do with the unwrapped parts once I'm done? I've tried Google but I didn't find an answer.
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