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Post by carpeomnios on Feb 4, 2021 22:34:49 GMT -5
Hello all! I'm hoping someone can help me with an issue I'm having; I'm unsure if it's a Blender issue, and if so, whether it's a UV issue or a texture issue. Blender version is v2.70. S4S is v3.1.4.5. I'm currently frankenmeshing a necktie and collar onto a child jacket from Get Famous. What I've done so far: - edited the necktie mesh (resize, adjusting etc) - remapped the UV and re-baked the texture. I cut the UV to remap it into the accessory areas up the top of the layout. - closed the collar mesh at the top - joined the jacket & necktie mesh together - joined the UV together using the 'merge' tool (e.g. merge and center, merge at first/last etc). - rebaked the texture
I ported it into the Sims to test in CAS. There's a couple texture issues I can see but the big one is that there's two little triangles attached to the tie.
Here's the .blend - www.dropbox.com/s/yastrpbi83ked4e/C_Jacket_Mesh1.blend?dl=0And here's the .package file - www.dropbox.com/s/rzgpizxebmwd5bf/Jacket%20Necktie.package?dl=0I've had a look through the forum for any similar issues but haven't found anyone else who's experienced this. I think perhaps it could be from cutting the UV map and remapping it, but I'm not super experienced with Blender. Any help y'all can give would be most appreciated.
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Post by mauvemorn on Feb 5, 2021 3:24:06 GMT -5
Hi. You cloned an item with 3 meshgroups but imported a blend file with one. Only one meshgroup was replaced while the other two stayed. What you are seeing is the meshgroup that was not replaced. You must always import blends with the same number of meshgroups.
Also, you have smashed uvs there, the left side of the shirt next to the necktie
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Post by carpeomnios on Feb 5, 2021 4:36:09 GMT -5
Hi. You cloned an item with 3 meshgroups but imported a blend file with one. Only one meshgroup was replaced while the other two stayed. What you are seeing is the meshgroup that was not replaced. You must always import blends with the same number of meshgroups. Also, you have smashed uvs there, the left side of the shirt next to the necktie Hi! So if I clone an item with one mesh group, like the nude top or something, would that fix the issue with the mesh groups? Also, I'm not sure what you mean by smashed UVs? Would that have been caused by the UV being "cut" and remapped?
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Post by mauvemorn on Feb 5, 2021 10:15:58 GMT -5
You can clone a child's nude top but never clone any other nude upper or lower body, they come with a buff that gives sims embarrassed moodlets when others see them wearing that cc
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Post by carpeomnios on Feb 5, 2021 22:34:55 GMT -5
You can clone a child's nude top but never clone any other nude upper or lower body, they come with a buff that gives sims embarrassed moodlets when others see them wearing that cc No worries, I will keep that in mind. That being said -- I made another clone of the nude top and imported/replaced the mesh with my new one and it seems to have fixed it. Thank you! As for the smashed UVs, I'm not sure how to fix that, but I'll have a poke around in Blender and see if I can't work on it. If you have any advice on how to fix that I'd appreciate it. If not, let me know so I can mark this as solved
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Post by mauvemorn on Feb 6, 2021 11:56:42 GMT -5
woop, forgot to answer that If you were to select that "vertex", you'd see that this is a whole uv island. Just press E to unwrap it and then scale it down to match the texture
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Post by carpeomnios on Feb 6, 2021 18:55:02 GMT -5
woop, forgot to answer that If you were to select that "vertex", you'd see that this is a whole uv island. Just press E to unwrap it and then scale it down to match the texture Gotcha! I had a bit of trouble scaling it down without messing with the other vertices, but I just separated the mesh, scaled it down then rejoined. Everything looks fine now.
Thanks again for your help! I'll mark this one as solved; I've tested it in game and looks pretty good
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Post by mauvemorn on Feb 7, 2021 3:10:53 GMT -5
For the future, if you will switch to face select, the uv island will move individually without affecting connected areas
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