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Post by lenalechou on Dec 4, 2021 2:20:48 GMT -5
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Post by mauvemorn on Dec 4, 2021 14:24:21 GMT -5
Take b__Spine1__ higher so that shoulder and clavicles have less influence on the shoulder and the pin area
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Post by lenalechou on Dec 5, 2021 3:19:43 GMT -5
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Post by mauvemorn on Dec 5, 2021 5:30:53 GMT -5
No, not the weights in fingers, the whole skythe, the mesh itself. Select the whole mesh in Edit mode and move it in the fingertip direction Cannot check the file right now but Remove doubles
Edit: checked the cape, the mesh is not vertex painted with the right color. Paint the whole mesh with black
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Post by lenalechou on Dec 5, 2021 11:34:04 GMT -5
Thank you again for the help mauvemorn. In skythe, I moved the mesh in veil, reduce the polycount and delete loose verticles and here is the final result in CAS: and in game: please tell me your opinion or if you think I did something wrong. I did all the lods and here is the final result in blender : files.fm/u/v8m3fwe6b#/view/68y3swk36and package: files.fm/u/v8m3fwe6b#/view/qf23ng9wjThe cape has this issue I show below one side appears purple and the other black(I don't know why) and the three gaps as I posted before . Here Is how it looks in CAS : is there a way to get rid of these issues? Please can you sent me what steps I must follow or what tutorial I must see? Here is the last cape's blender file: files.fm/u/v8m3fwe6b#/view/u95ysdcds and package file: files.fm/u/v8m3fwe6b#/view/d3u29hdcm
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Post by mauvemorn on Dec 5, 2021 16:16:56 GMT -5
The cape is still not vertex painted with back
The purple is a part of your diffuse texture, you can see it in s4s
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Post by lenalechou on Dec 6, 2021 6:50:19 GMT -5
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Post by mauvemorn on Dec 6, 2021 9:02:44 GMT -5
That's what happens when you use decimate. One side of the cape is poking through the other side because their topology is very different and moves differently With proportional editing enabled, you can try moving a vertex on one side of the cape somewhere in that area away from the other blindly. Alternatively, you could: - assign armature modifier to your mesh and enable this button; - export an animation from ts4 and play it in blender like shown here from 2:40 to 3:00; - pause an animation and select an area that is poking out; - go back to the start and move it away
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Post by lenalechou on Dec 10, 2021 13:16:11 GMT -5
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Post by mauvemorn on Dec 10, 2021 15:03:39 GMT -5
here's an edited blend filedo you see this bluish glow on maxis items? no, meaning it is not okay create a normal map using a website, copy-paste the red channel in the new file, add a mask, copy-paste the green channel in the mask, apply, save as png. If you can't, use a blank map
also, i keep forgetting to tell you that the shadow map is meant for the shadow the garment casts on the body, you are using it wrong. In your case it is best to leave it empty
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Post by lenalechou on Dec 11, 2021 5:37:27 GMT -5
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Post by mauvemorn on Dec 11, 2021 11:34:52 GMT -5
Make sure you are saving the blend in the version of blender that has s4studio cas tools. Make sure all files that need to be imported are visible and selectable
Also, - the necklace has no proper uv_1, it will not morph - the uv_2 is unnecessary, delete it; - you must transfer uv_1 and weights from the top, not another necklace; - the mesh is vertex painted by the wrong color ( it should be 007f00)
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Post by lenalechou on Dec 11, 2021 13:27:21 GMT -5
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Post by lenalechou on Dec 12, 2021 11:12:56 GMT -5
I deleted the vertex groups that don't needed and leave neck,spine 2, spine 1, R Clavicle, L clavicle.I also did the uv_1. But the mesh still looks altered. When changing sim, also the watch, the cross and chain alters. Here is how it looks in CAS: I don't know how to correct this. Please can anyone help me or tell me what steps I must follow or which tutorials? Here is the necklace blender file : files.fm/u/gb3yvqukn?ak=fc3b8#/view/wqyy8sppg and package file: files.fm/u/gb3yvqukn?ak=fc3b8#/view/hq6mpg5wzToday, I also tried to make and her dress. I want the shape to look like the photo's but more realistic. I did the uv_1, the mesh, texture and the weights transfer. It is my first try I try to make a cloth so I'm not sure if I made the right texture.These are the textures I made from ea cloths in photoshop: If there is a possibility to make any better texture please tell me how can I do it in photoshop. I also have issues: 1) The mesh alters when sim moving her hands: 2)here these spots appears without texture but in blender seem okay: 3) here the mesh looks cutted ( I don't know why) 4) I want this area to look better: and when I add bracelets they are not visible. (her cape and skythe are as bracelets) How I can correct this? here is the bleder file: files.fm/u/gb3yvqukn?ak=fc3b8#/view/nqcpbnm57 and package file: files.fm/u/gb3yvqukn?ak=fc3b8#/view/jrt6b7wsb Please can anyone help?
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Post by mauvemorn on Dec 13, 2021 7:42:55 GMT -5
My apologies, lost the thread.
Well, there's the deal with necklaces. As you may have noticed, no maxis one reaches that area of the chest because there morphing is also dictated by chest bones. Various movements can also affect it. You need to always transfer uv_1 with Nearest face interpolated. And when you delete bones, you need to normalize weights. If doing these things won't work, paint the necklace with black.
As for your dress, all parts of it must be joined together when you transfer uvs or weights. The gaps exist because the vertices in those areas got different weight values and are affected by bones differently. That said, you are doing it not only for yourself but for a specific look, you do need the mesh to interact with all boots or accessories perfectly. Just join them all together and remove doubles. Then you can delete foot and skirt bones, normalize weights, and use a lingerie set as a base for your package.
The sleeves are affected by pinky bones instead of the forearm twist and hand bones, but even if you will fix this, they will still clip into the dress in CAS. The dress must be made with its most common position ( arms down) in mind for this not to happen. You can put the arms further from legs, but you'd either need to clone something where they already are apart ( yfBody_EP06LouisXVICourt ) or use S4 CAS tools to do it, because you cannot do it easily in s4s.
And the collar is just a texture, you need to adjust the texture or the uvs that project it
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