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Post by helioshellion on Oct 11, 2020 19:54:49 GMT -5
Hi!! I'm currently making a Handsome Jack port from Borderlands, specifically his clothes and I'm completely stuck on his top textures. For some reason, the textures are glitchy and not correctly going onto the body. This is honestly my first time making clothes CC so I'm kind of stuck. It looks like this right now And here's the Blender file if that helps any
Anything helps, because I am completely stuck.
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Post by simguy80 on Oct 11, 2020 21:21:28 GMT -5
To fix the issue at hand: In the Texture tab, under Image, select the original Diffuse texture and under Mapping select UV for Coordinates.
In the Object tab, under UV Maps, select uv_0. I hope you know what you're getting yourself into in creating this. There is much more to creating Sims outfits than just importing a 3d model over an existing outfit. Make sure to do your research.
Basic Outline: 1. Clone full outfit that closely resembles your replacement model in S4S 2. Export .blend file from S4S 3. Open in Blender and import new 3d model 4. Edit 3d model to properly fit Sim 5. Create new UvMap_0 to fit Sims texture space imgur.com/ORZNLgm6. Bake textures to that new texture space. 7. Transfer weights from old model to new model 8. Refine weights with weight paint 9. Transfer UvMap_1 from old model to new model (Which will most likely need tweaking) sims4studio.com/thread/5055/elia-quick-sims-help-tutorial10. Cut model up and replace the various original model pieces 11. Test, test, test Good luck!
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Post by mauvemorn on Oct 12, 2020 4:42:21 GMT -5
Hi. A few moments: 1). Do not join the body with the garment until you make the later fully functional; 2). All parts of the body covered by clothing should be deleted; 3). You will not need to edit the result of the uv_1 transfer if you set the data transfer modifier right and use the right reference. You need to choose something that is the closest to yours not in overall shape but at the bottom. This is where the uvs differ between "skintight" and "robe-like" clothing. If you're making anything with the skirt like bottom, like this coat, you want to transfer uvs from something that also has that type of bottom. Another thing you should be conscious of is in how many places the mesh is split. If it has a lot of sculpted details, it will be split in many places 4). these are the setting for better weight paint transfer 5). You must also vertex paint the mesh. Yours should be vertex paint with two colors 6). It is a better idea to test how the item functions by importing it in the package made from one meshgroup. Once you are satisfied, you can split it and use a different item to replace. Otherwise you will have to join all meshgroups again and split again if something is wrong. But yes, none of it is straight forward and would require you to put time and effort into learning and actualy doing it. So it would be best if you first just watch the tutorial and decide for yourself whether you want to do that at all
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