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Post by fufu508 on Feb 7, 2021 18:10:48 GMT -5
Hi fellow content creators, I've been experimenting with altering meshes and have managed to inadvertently distort the texture.
Even moving vertices in the UV Maps doesn't seem to resolve it.
For example:
(Images are from package I adapted from Birba32's swimsuit) The defects shown above render this way in game, but it seems less distorted in Blender. Why? Here is a zip file of the images above, and the package and blend files involved. If I understand correctly I will need to re-(un?)wrap the mesh. It has more vertices in it than the original. Over time I've been looking at various tutorials, and have the feeling I'm close to understanding, but not quite. mauvemorn am I right that this section of your tutorial (add UV Map) is applicable to the solution? I also imagine stretching has something to do with it? It sure looks like it.
I think I slightly reduced the distortion when I discovered extra geometry in the package that I successfully deleted in the S4S warehouse.
It's not fully resolved however.
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Post by mauvemorn on Feb 8, 2021 0:55:55 GMT -5
Hi. The default body’s uvs do not correspond to how the mesh is made in 3d, so yes, they are stretched in one places and pinched in others. Ts4 developers made the body first, unwrapped it to have very neat UVs, then painted the skin on top, and baked the result to texture. Meaning, if you were to dramatically edit or re-unwrap the uvs, the texture would be projected wrong. I don’t remember what exactly was I doing in that tutorial but probably not what you need. I cannot check the files right now, but you just need to edit the uvs, not re-unwrap them, to bring them back to the original. In this reply (quoted only) I show how to view the uvs of a different object under yours. You should use a nude top or a full body as a reference for how the uvs looked like and edit yours by moving vertices sims4studio.com/post/154954/thread
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Post by fufu508 on Feb 8, 2021 7:10:43 GMT -5
Thanks mauvemorn ! I've tried (and intentionally altered to change the appearance in some cases) the vertex locations on the UV map. Even moving the vertices doesn't seem to resolve the stretched and dislocated regions of the texture (not predictably to me at least).
My mesh has substantially higher vertex count than the EA original, via subdivision and adding new vertices manually. Can I unwrap my current mesh into UV islands along the same seam locations as on the original EA mesh and paint the skin (not sure of these steps) onto that new set of UV islands? I saw your comment below the screen shots about having to always do the uv_1 and vertex painting properly. Are there any other UVs in a Sims 4 mesh besides uv_1? All the steps you list refer to uv_1, right?
Does vertex painting apply to all CAS body and clothing meshes (and more?) or just to ones like skirts or jackets having their own mesh that must move independently of the skin?
This is my understanding: Is it right? For example in the post above, the shirt collar vertices are not part of a default (nude) skin mesh. In contrast most underwear and swimsuits have no extra vertices, all clothing texture is applied directly to the skin mesh.
I'll also pay attention to the other 6 steps you post earlier in the thread about location of the islands, etc.
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Post by mauvemorn on Feb 8, 2021 9:30:09 GMT -5
I checked the files, everything is actually more simple. You need to open a UV editor next to the 3d view, enable sync, set the texture as the background, and move the uvs so that they resemble the placement of vertices in 3d space No, in the linked explanation i'm talking about a uv_0 map. There are two uv maps: uv_0 projects texture on the surface of a 3d model, uv_1 dictates how the mesh will morph. Your mesh already came with a proper uv_1. Did you edit the vertex paint yourself? It should not be painted with two colors, however, i haven't updated my game since the snowy escape ( i think ) so it is possible that they changed that again. But normally the top is vertex painted with 00ff00. Export a maxis bra and check if the chest is vertex painted with darker green Yes, your understanding is right. But your bra is texture-based, like, it is not a separate mesh with its own uvs islands. The texture is projected onto the body, not onto the mesh you made separately and unwrapped it away from the body. Here's what I mean Basically, there is a default body that is unwrapped in a specific way by ts4 developers. The textures of the default skin, any custom skintone or any texture-based garment ( as you said, lingerie, swimsuits, gloves, some tops, etc ) are created using the uvs of the default body as a reference. For example, if you were to unwrap the chest area and put it somewhere where the legs are right now, s4s and ts4 would project the textures of the legs onto the chest. If you wanted to completely re-do the uvs, you'd have to make a custom skin, and every person who'd use your cc would have to use that skin as well. It would be easier to just move vertices like I showed above so that they roughly match their placement in 3d space.
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Post by fufu508 on Feb 8, 2021 11:43:48 GMT -5
Excellent, thank you so much. Having the texture turned on in the UV image editor should make things so much easier for me! I'll reply back after I've had a chance to try it out.
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Post by fufu508 on Feb 14, 2021 11:20:04 GMT -5
Hi mauvemorn I opened the UV/Image editor, set the texture as the background and tried moving the UVs small amounts and saw the resulting movements in the 3d view. However, doing so has resulted in an increase of discontinuities only seen in S4S and game. In my original post There were discontinuities but moving the UVs made it worse. Do you have any suggestions on what is causing the discontinuities and how to fix them?
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Post by mauvemorn on Feb 14, 2021 12:20:55 GMT -5
See how it seems as if the is another mesh underneath that is poking out? You cloned an item made of multiple meshgroups but imported a blend file that contains only one. So only this one meshgroup is being overwritten. Clone a lingerie set, it has only one
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Post by fufu508 on Feb 15, 2021 17:06:14 GMT -5
Thanks mauvemorn that makes total sense now that you mention it. I cloned a base game lingerie whole body CAS item as you suggested, imported the textures and mesh, etc.
Problem solved! I really appreciate your help!
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