eizan
New Member
Posts: 3
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Post by eizan on Nov 7, 2020 11:30:05 GMT -5
Hello ! It's me, once again I solved my problem about uv overlapping thanks to mauvemorn (thank you so much !) but now, I have another problem When I want to import my finished mesh in sims 4 studio, my texture is so weird. I tried many times but I have the same result each time. What did I miss ? Thank you For a topIn blender
Another mesh
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Post by network on Nov 7, 2020 12:38:34 GMT -5
You need to make a new texture using the UV map you generated. This issue looks like the "nude" texture is being applied to your mesh as you have not imported a matching texture.
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Post by mauvemorn on Nov 7, 2020 13:06:00 GMT -5
Yep. You can make a quick texture for testing ( in UV editor select a face on each uv island of the shirt, press L to select the whole uv islands, UVs - Exort uv layout ) It is best to not clone nude body parts because they come with the buff that can make sims embarrassed when others see them. You can remove the buff but it is faster to just clone a bra Also, you should be more careful when it comes to deleting parts of the body covered by clothing because those pieces may poke out. Here how this can be done 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 ).
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eizan
New Member
Posts: 3
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Post by eizan on Nov 7, 2020 14:19:00 GMT -5
You need to make a new texture using the UV map you generated. This issue looks like the "nude" texture is being applied to your mesh as you have not imported a matching texture. Thank for replying ! Do you know any tutorial which shows this process please ? The one I follow doesn't show it and I really don't know how to do that Thank you ! And once again, thank you mauvemorn for this tutorial ! A lot more easier than the one I followed Edit : I just found a tutorial on the forum about it, thank you !
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