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Post by chicenti on Nov 1, 2020 5:26:54 GMT -5
Hello, When I bake for my new texture, this one looks so weird! I have already bake new texture and it's worked sucesuccessfully. I don't know what the problemt with it. Sombody can help me?
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Post by network on Nov 1, 2020 6:11:01 GMT -5
What's the problem with it? Can you provide the package? (I know there's an image in your post but for some reason it refuses to load)
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Post by mauvemorn on Nov 1, 2020 7:25:15 GMT -5
Hi. In the outliner (top right corner) you have various body parts (body parts under rig, your reference, your nude body). Before baking, you need to disable rendering for them by unchecking the camera icon
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Post by chicenti on Nov 1, 2020 10:59:13 GMT -5
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Post by mauvemorn on Nov 1, 2020 11:24:28 GMT -5
You need to do this for all meshes in the scene, including the ones under rig Also, make sure to select the right image when baking so that it will be overwritten
Edit: hold on, did you delete it?? Do not do it
Share the file please
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Post by chicenti on Nov 1, 2020 11:51:44 GMT -5
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Post by mauvemorn on Nov 1, 2020 12:56:40 GMT -5
The inner geometry is needed only in places where it is visible. For that reason we export the garment as thin and add inner geometry in Blender. When doing it, we move the uvs of the created geometry away from the uvs of the outer geometry. The black artefacts you're seeing are caused by the fact that the uvs are overlapping. If you plan on sharing your garment with other people, you must remake it to be a lot less high poly. A garment made of 124k tris will crash the game. You should not go past 10k unless necessary. Another thing, do not use Remesh in MD. It only makes it worth. If you do not want to retopologize the mesh, at least set it to quads and choose a reasonable particle distance By the way, use Nearet face interpolated when transferring uvs and weights
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Post by chicenti on Nov 1, 2020 16:36:21 GMT -5
Thank you for you answer but I don't understand what I can do to resolve the problem. :/ I test it in my game with the weird texture and it's work. zupimages.net/up/20/44/fmt1.png
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Post by mauvemorn on Nov 1, 2020 17:57:56 GMT -5
The sims 4 does not require a strong computer /graphic card to work, which means 2 things: first, it is not optimized to render high poly meshes like, for example, Second life can, second, a lot of people are playing it on worse computers than yours. I have no problem playing the game but the moment i put a 60k hairstyle in my Mods folder, the loading time noticable increases and the game crashes the moment I choose it in CAS. My pc is not the weakest among those ts4 supports. Clone any maxis outfit and see for yourself that their polycount rarely goes beyond 10-15k tris. If you plan on sharing your custom content, you must be considerate of people who will be using it in their game.
What you should do is go to MD, raise Particle distance, cancel Remesh, quadrangulate the mesh, export it as thin, adapt it in blender
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Post by chicenti on Nov 2, 2020 4:09:13 GMT -5
Yes, I will try this. Thank you But when I export my mesh in OBJ file, it's in quadrangulate and I selct thin in the option of the export.
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Post by mauvemorn on Nov 2, 2020 5:29:26 GMT -5
If it's in quads by default, its good then, so long it's not remeshed. Then, if you exported it as thin, does it mean you added thickness all over the place yourself in blender? Add it only in places where it would be visible
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Post by chicenti on Nov 2, 2020 8:19:23 GMT -5
I didn't edit my mesh by MD in Blender, I just make the uv, the transfer weight and the vertex.
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Post by mauvemorn on Nov 3, 2020 12:49:43 GMT -5
Are you sure you export them as thin? See where "thin" option is? Is it checked?
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Post by chicenti on Nov 4, 2020 13:13:13 GMT -5
I started all over again and my bake worked ! :D But I have another problem. My cloth doesn't move with the slider like this : But in blender I transfer the weights like request : and the vertex :
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Post by mauvemorn on Nov 4, 2020 13:45:55 GMT -5
Sorry, had to remove the first pic because nudity is not allowed on the forum ( the second pic was removed by incident )
But anyway, is the hex color for vertex paint 00ff00? If yes, did you transfer a uv_1 map? Share the updated file please
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