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Post by xxmils on Jul 28, 2021 5:21:13 GMT -5
Hi everyone! I am not sure how to exactly explain this so I apologize if it's confusing, but the images will help understand I hope. Anyway, I created a pair of jeans that I wanted to have a V-shape waist. So, I realized I could not use a bottom s4s body mesh and instead used a full body mesh so more of the waist could show. This resulted in me keeping part of the waist of the body mesh but when loaded in game, that area is shiny. Any advice or work around is appreciated. Thanks in advance! Here are the images, every time I try to insert them it doesn't let me: imgur.com/a/lltHO7Y Here is the blend file: drive.google.com/drive/u/1/folders/1hVS-W_JKsnOgvpy6htpiN6Qudk1O6TAa
Thank you all in advance.
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Post by Fwecka (Lolabellesims) on Jul 28, 2021 5:53:09 GMT -5
Can you share your package file? I'm sure the problem is related to your textures, not your mesh. Edit: Just looked at your mesh and it is way too high poly. Mauvemorn is the expert here but I think the main things to do to lower the polycount in Marvelous Designer is to model in quads and keep your particle distance high. If you have parts of the sim's body clipping through your mesh that you know you'll delete later, don't worry about clipping. Another thing to note is that on the bottom of the pants, right along the edge where you closed the holes, there are faces squashed between other faces. You can see this more easily if you are in face-select mode (and in edit mode, of course). You'll see a series of dots running along the bottom edge of each pant leg. Those dots are the center dots you see in the middle of each face. You'll need to select the faces you want to keep, press H to hide them, then select the squished faces--if you are in face-select mode they'll look like a line with a dot in the middle; that's how squashed these faces are--select those faces and press X to delete them. Press Alt + H to unhide everything. If the smashed faces are stubborn and you can't select them, uncheck Limit Selection to Visible and try again. Limit Selection to Visible is on the bottom near where you choose edge select, vertex select, and face select. None of what I wrote above will help with the shininess. You'll need to share your package so someone can see what the problem is. 2nd Edit: Mauvemorn answered already and her advice should always be followed. I just wanted to point out that on the very bottom of the left leg where the hole has been closed, is another area where a face has been smashed between two faces. If you look at the bottom and move the model around a bit in Blender, you'll see a triangle that kind of sticks out. It's doing that because there's a face squished between it and another face. Start by cleaning up the mesh, removing faces that shouldn't be there, lower the polycount, do everything Mauvemorn says to do. And yes, it's your bump map causing the shininess. Someone had that same problem just the other day.
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Post by mauvemorn on Jul 28, 2021 5:56:23 GMT -5
Hi. What you're seeing is caused by a normal map probably, we would need to see the package to know exactly what's wrong with that but, my guess is, you did not convert it to the format that ts4 needs or did not save with the right settings. Please always always always study a similar maxis item before doing anything. If what you're seeing does not align with what the author of the tutorial that you watched/read did, then you should forget everything they said and watch another one. Here is a tutorial, scroll to the endA few more things: - instead of importing a garment in an empty scene, open a blend with the reference. You need those body parts under the rig. Despite the fact that they are not imported in s4s, the game does not seem to like when people do anything to them; - transfer weights and uvs with Nearest face interpolated. Your mesh is pretty high poly, it will morph like crampled paper if you will go with the default settings; - there is no need to include the area of the body that is above the navel. It will ovelap with the top; - see how the pants clip into feet? You should have cloned similar pants and transferred the data from them instead. Then you should have split it into 4 meshgroups like those pants were initially. If the garment is affected by foot bones, you have no choice but to split it.
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Post by xxmils on Jul 28, 2021 11:32:04 GMT -5
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Post by mauvemorn on Jul 28, 2021 13:27:31 GMT -5
Yeah, the alpha channel is not preserved. Check dds settings when you save
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Post by xxmils on Jul 28, 2021 23:13:06 GMT -5
Got it! Thank you, I’ll go ahead and redo those and then fix the mesh itself too, thanks again :D
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