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Post by garnetrising on Dec 30, 2020 1:52:35 GMT -5
Hello! I'm attempting to separate the knotted denim shirt from the base game into its own mesh so that it can be worn over accessory tops. I've just run into a small problem. The mesh and textures display fine in Blender but when I import them into S4S and/or CAS, it displays a duplicate of the shirt's texture on top of the main model as well. Is it just a matter of closing the seams (so to speak) to stop the weird texture bit or am I missing something in terms of the uv mapping, etc? I've attached screenshots and blender file can be found here.Thank you in advance for any help you might be able to provide!!
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Post by Silerna on Dec 30, 2020 2:18:00 GMT -5
Hello! I'm attempting to separate the knotted denim shirt from the base game into its own mesh so that it can be worn over accessory tops. I've just run into a small problem. The mesh and textures display fine in Blender but when I import them into S4S and/or CAS, it displays a duplicate of the shirt's texture on top of the main model as well. Is it just a matter of closing the seams (so to speak) to stop the weird texture bit or am I missing something in terms of the uv mapping, etc? I've attached screenshots and blender file can be found here.Thank you in advance for any help you might be able to provide!! Did you move anything in the UV_0 ? If yes , then you need to fix that in the diffuse image 😉.
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Post by garnetrising on Dec 30, 2020 13:25:37 GMT -5
Ok, ok. This is my first time doing more than a recolor. Please be patient with me -- where can I find the UV_0 map to see if I changed it without realizing?
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Post by mauvemorn on Dec 30, 2020 13:58:44 GMT -5
Hi. In this section of the forum we help people to solve issues they encounter in the process of creating cc, we do not teach the basics of it. We expect people to already know them to be able to understand our explanation. So you should start by watching a proper frankenmeshing or mesh editing tutorial for it is not as straight-forward as one would assume. Here is an example of of a similar issue There is already a nude body in the scene ( although masculine frame comes with boxers ). Do the following: - clone the outfit you want, export the blend file, open it; - select the right meshgroup, switch to Edit mode ( TAB ), in UV editor enable sync. Holding Ctrl, LMB-click and drag to select all parts that you want to delete in the specific way: for example, if you want to delete a tank top under the vest so that the vest shows cleavage, select not only the tank top but all area of the chest up the neck like in the pic. In 3d view press Delete and choose Faces. Do for the other meshgroups if they are in this area; - unfold rig, make top ( or bottom ) visible and selectable. Select it, in 3d view press Shift D to copy, then Esc to confirm; - select the duplicated copy, select the same area that was deleted, press Ctrl I to invert, delete; - join the body with the garment; - and now starts the part where the course of actions depends on your mesh. If the uvs of the body overlap with the garment's, you need to move away the garment's uvs and rebake them. You might also need to snap ( magnet icon ) vertices of the garment to the body and Remove doubles with merge distance set to 0,00001 only in the areas where the body should connect with the garment. This will normalize weights
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