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Post by lamaisonsims on Oct 5, 2021 20:40:53 GMT -5
Hello! I'm pretty new with making CC and have ran into problems with a black spots in my textures before and those were easy to fix. I think that they keep appearing in a new cc top I'm trying to make because I flipped the normals of three pieces of the top because of how it is designed. Examples of the top: This what the texture looks like anytime I make it: The shirt's straps (which are not pictured in the screenshot of the texture) and the back of the shirt come out normal which I suspect is because I didn't flip them when flipping the normals and just got rid of them instead. Here is a link to my blender files: drive.google.com/file/d/1XZD9b_AhTI_KLkg2ki-5_X_Kk1bSmjgj/view?usp=sharing'Top 2' is what I did in blender 2.79 where I did my UV mapping 'Top 2 Finished' is what I did in blender 2.70 where I transferred the weights and did the vertex paint 'Top 2 Finished Baked' is after I added subdivision surface and made the texture. Thanks in advance to whoever tries to help out!
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Post by Fwecka (Lolabellesims) on Oct 5, 2021 21:23:29 GMT -5
The link you shared is for a PNG file and not the blend file. I'm pretty sure the problem is that the mesh is double-sided and that's messing up your bake. First, save your file. Then select all of the inner faces using Ctrl + L (Select a face here and there, Ctrl + L, and all linked geometry is automatically selected. Saves you time) and delete the inner geometry. You can subdivide what's left to get a smoother bake and turn your samples up to like 15 or 16. Some people go all the way to 20. This might cause lag, however. Bake your ambient occlusion map as usual and export your bake. Then you can go back to your saved file. Don't use Blender 2.7 to transfer weights; it transfers weights your mesh doesn't need. Use a higher version of Blender and be sure to use the clean function as it "cleans" your mesh of unnecessary weights. You may want to delete all of the weights from your mesh and retransfer them. Don't transfer weights if you have body parts joined to your mesh, however. The body parts are already weighted perfectly so separate them from your mesh before transferring weights (select what you want to separate then press P > selection). Here's a screenshot of the weight transfer settings courtesy of Mauvemorn. To remove weights, click the arrow in the yellow box, and in the popup window choose "delete all groups." Ignore what's underlined. This screenshot was made for someone else. By the way, sometimes removing unused vertex groups is all you need to do. You'll need to install this addon, however. I recommend you install it. You never know when you'll need it.
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Post by lamaisonsims on Oct 5, 2021 23:23:59 GMT -5
The link you shared is for a PNG file and not the blend file. I'm pretty sure the problem is that the mesh is double-sided and that's messing up your bake. First, save your file. Then select all of the inner faces using Ctrl + L (Select a face here and there, Ctrl + L, and all linked geometry is automatically selected. Saves you time) and delete the inner geometry. You can subdivide what's left to get a smoother bake and turn your samples up to like 15 or 16. Some people go all the way to 20. This might cause lag, however. Bake your ambient occlusion map as usual and export your bake. Then you can go back to your saved file. Don't use Blender 2.7 to transfer weights; it transfers weights your mesh doesn't need. Use a higher version of Blender and be sure to use the clean function as it "cleans" your mesh of unnecessary weights. You may want to delete all of the weights from your mesh and retransfer them. Don't transfer weights if you have body parts joined to your mesh, however. The body parts are already weighted perfectly so separate them from your mesh before transferring weights (select what you want to separate then press P > selection). Here's a screenshot of the weight transfer settings courtesy of Mauvemorn. To remove weights, click the arrow in the yellow box, and in the popup window choose "delete all groups." Ignore what's underlined. This screenshot was made for someone else. By the way, sometimes removing unused vertex groups is all you need to do. You'll need to install this addon, however. I recommend you install it. You never know when you'll need it. It worked, thank you so much!
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Post by mauvemorn on Oct 6, 2021 2:25:05 GMT -5
As fwecka said, you do not need 2.7. Make sure your Blender path in s4s leads to 2.79. If blender was opened, close it and open again. Check if s4studio cas tools appeared. If yes, you can delete 2.7 There are two key differences in 2.7 and 2.76-2.79 that give people problems. When you click on Transfer weights in 2.7, all vertex groups and values are transferred, in 2.76-2.79 only the values of the active group. All you need to do is change that setting (it’s called Source layer..., change to By Name). However, changing a few more settings will give you a lot better results -make sure both the reference and your garment are visible and selectable; - select the reference, shift-select the garment, in weight paint mode click on Transfer weights, set it like in the pic, then choose Clean with All groups and Limit total. Another difference is that in vertex paint the shading is not flat, so you can switch it to bounding box to sample the color [/quote] Fwecka (Lolabellesims) this is not the reason we don't use 2.7, you missed my previous explanation
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