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Post by maxdoe on Oct 22, 2021 23:55:10 GMT -5
Using Blender 2.76, S4S 3.1.5.3 (Wishes)
I'm having a lot of issues figuring out texturing. I'm VERY confused about the entire process, to the point that I'm not really sure what to even ask.
Here's what I've done so far:
I've made my mesh, joined it to s4studio_mesh_1, added weights (? not sure if I'm wording this part right, I didn't really understand it), added seams to my mesh, and unwrapped it.
What I'm trying to do now is add the uv template, but when I do that, the unwrapped texture stretches out to match the proportions of the whole template. Is there a way to make it not do this?
I'll probably be back with more questions after I've solved this. Thanks in advance
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Post by mauvemorn on Oct 23, 2021 5:18:24 GMT -5
Hi. Did you add weights by just joining your mesh with the original? If yes, then you should watch a different accessory making tutorial. Weights must be transferred or assigned, them appearing in the list is not enough.
The default uv space is square while ts4 textures are rectangular. When you assign rectangular textures to uvs that were generated in the square uv space, they stretch vertically. You need to shrink them. Select them all with A, then press S Y 0.5
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Post by maxdoe on Oct 23, 2021 12:52:00 GMT -5
So the stretching is normal, I see. Thanks ![:)](//storage.forums.net/6001674/images/WNwxbfQj8IjIZEU0V3PE.png) The steps I took for the weights were: - joined the meshes - went to the UV tab - with the mesh selected, selected b__head__ - clicked 'assign' When I go to weight paint mode, the mesh is red. Is this right?
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Post by mauvemorn on Oct 23, 2021 13:07:01 GMT -5
It is normal but it has to be fixed.
You do not need to join them, you can just copy-paste the name of the vertex group, but it’ll work
Yes, red - to the max (1). The whole mesh is affected by only one bone
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Post by maxdoe on Oct 24, 2021 0:43:08 GMT -5
Thanks for the help earlier! I've been able to figure out the basics of setting up textures, but I've done something wrong along the way, because when I import it all to s4s, the sim is all blacked out as seen below. I've also included a screenshot of blender, and I'll link the blender and package files below.
I'm also not sure how to get rid of the glasses marks that show up in s4s.
![](https://i.imgur.com/vRImFKt.png) blenderpackage
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Post by mauvemorn on Oct 24, 2021 3:51:13 GMT -5
The background must be transparent. In the image editing software delete the black background and save as png. For the future, when creating a new texture, click on the background color, you will see A (alpha) at the bottom, set it to 0
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Post by maxdoe on Oct 24, 2021 11:56:03 GMT -5
Thank you so much! You've been so helpful. I've fixed the texture, so that's one thing solved! Still having issues with the glasses marks showing up, as well as some clipping with the bottom of the horns that I'm not sure what to do about. Any ideas? ![](https://i.imgur.com/wDlO2Bx.png)
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Post by mauvemorn on Oct 24, 2021 12:02:13 GMT -5
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Post by maxdoe on Oct 24, 2021 14:34:25 GMT -5
Thank you! I've moved the mesh over to a hat. Although I'm still having issues with the bottom of one of the horns disappearing when I test the mesh in s4s.
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Post by Fwecka (Lolabellesims) on Oct 24, 2021 23:43:29 GMT -5
I'd have to look at your blend file but it looks like your normals are inside-out. Faces have a backside and a front side. Only the front side is rendered; the backside is invisible. Enter edit mode, select the horn that's giving you trouble, press W > Flip Normals. Edit: I saw that you shared your blend. Yeah, you need to flip the normals. Normals are just something that tells Blender and the game which side is the front and which is the back. By flipping them...it's kind of like if you have a shirt that's inside-out and you flip it so that the outside is out and the inside is in. If you're in solid shading, you can tell which side is the backside because it will be a dark grey, however, you can set Blender up to not render the backsides which may help. Press N to open the side panel. When you're done, press N again to close it. ![](https://i.imgur.com/NCefXht.png) Also, don't use a hat for your final package. If you do, when you equip the horns, the game will display a hat chop. Use earrings for your final package like Mauvemorn suggested.
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Post by maxdoe on Oct 25, 2021 2:21:06 GMT -5
Thank you! ![:)](//storage.forums.net/6001674/images/WNwxbfQj8IjIZEU0V3PE.png)
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Post by moop2004 on Oct 25, 2021 2:54:48 GMT -5
Recently I made a Youtube Channel explaning how i make my meshes for The Sims 4. Will be really sweet if you check my channel: Móop The Sims I dont have a link, sorry. Just type in Google: Móop The Sims... See you, Simmers ![;)](//storage.forums.net/6001674/images/hd4F3G7za38CbE_XVXyc.png) Happy Halloween to everyone
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Post by maxdoe on Oct 25, 2021 15:32:09 GMT -5
Hello, I'm back with another issue! I've switched to an earring as suggested, and repeated all my steps, but when I bake the texture it's coming out as a blob instead of a cutout of the unwrapped texture. I did slightly alter the mesh, not sure if that could have caused the issue? Or maybe I accidentally skipped a step? Either way, here's what the texture looked like before, compared to what it looks like now. Any thoughts would be appreciated! ![](https://i.imgur.com/8UpRZ3k.png) ![](https://i.imgur.com/Sghfpja.png)
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Post by mauvemorn on Oct 25, 2021 16:02:02 GMT -5
Hello, I'm back with another issue! I've switched to an earring as suggested, and repeated all my steps, but when I bake the texture it's coming out as a blob instead of a cutout of the unwrapped texture. I did slightly alter the mesh, not sure if that could have caused the issue? Or maybe I accidentally skipped a step? Either way, here's what the texture looked like before, compared to what it looks like now. Any thoughts would be appreciated! ![](https://i.imgur.com/8UpRZ3k.png) ![](https://i.imgur.com/Sghfpja.png) Share the updated blend please
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Post by maxdoe on Oct 25, 2021 18:27:25 GMT -5
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