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Post by nanarocxie on Sept 8, 2021 3:18:24 GMT -5
I've been trying for about a week or so now to import a pair of shoes properly into the Sims 4 studio. The texture was messed up and that's but that's the least of my worries. I can't figure out why only one shoe imports into the program even though I see both in Blender. And when I do import I see the texture for the sims skin over everything if I don't use the texture that came with the shoes. I found a placement map but I don't understand fully where to place everything. I'm assuming the texture issues has to do with the UV map placements in blender. If there is anyone willing to help I would really appreciate it.
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Post by mauvemorn on Sept 8, 2021 5:30:26 GMT -5
Hi. Please always provide the files. The shoe probably comes as a separate meshgroup. Both shoes must be joined into one. If they are, then you did not flip normals on the duplicated shoe after joining them The texture is the way it is because the shoes are uv unwrapped in the wrong place. You must fix this in Blender
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Post by nanarocxie on Sept 9, 2021 6:05:52 GMT -5
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Post by mauvemorn on Sept 9, 2021 11:41:01 GMT -5
You need to watch any cc adaption tutorial for ts4 because the mesh is not prepared to function in the game. It is too high poly, the shoes are not joined(one won't import), the uv map is named the wrong way(should be uv_0), the uvs and the texture are not in the space meant for shoes, the mesh is affected by the bones the wrong way (just transfer them, do not paint manually, it messes up the sum), the mesh will not morph without a proper uv_1, shoes must be vertex painted with 00ff00
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Post by nanarocxie on Sept 10, 2021 16:13:00 GMT -5
Alright I'll try to do all you said. Would decimate help in anyway with the polycount?
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Post by mauvemorn on Sept 10, 2021 16:51:15 GMT -5
It will but it will also ruin the mesh’s topology. It is best to just delete extra edge loops manually, at least on the shoe itself, the shoelaces already have uneven topology
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