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Post by pardus on Nov 24, 2021 18:14:06 GMT -5
This is not in the texture, the light parts change depending on where the camera is. To fix this I tried: - Playing around with specular and shadow maps
- Recalculating normals
- Separating faces based on the UV islands they belong to
- Switching image format
I am totally at a loss here and help would really be appreciated.
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Post by mauvemorn on Nov 24, 2021 19:44:46 GMT -5
Hi. Probably a uv_1 map. Share the blend and package files please
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Post by pardus on Nov 24, 2021 21:06:53 GMT -5
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Post by Fwecka (Lolabellesims) on Nov 25, 2021 2:35:27 GMT -5
You should know that my antivirus flagged your files as being potentially "dangerous." I know your file is safe. Just letting you know that others might have trouble downloading it. It's important to study how EA hairs are put together. Take a look at this page and read through it. You'll need to know how EA handles things since your meshes have to be done the same way. You have an extra rig and a bone_bone_shape in your scene. Delete those. You need a rig for animation but you should have only one rig. For some reason, whenever you append anything to Blender a rig and bone_bone_shape always is included. Watch out for that. You cloned the yfHair_PigtailsLongWavyBangs. I don't think this one's a good choice as it has sections that are partly on the sim's head. Look at its uv_0. You'll see it has UV islands on the head section of the CAS map. Try the long rocker hair instead. Delete your mesh groups that have a hat chop so that you have just one mesh group. This should be the mesh group that the game displays when your sim is NOT wearing a hat. I think in your blend file it's s4studio_mesh_3 that is your main hair? If so, keep that one and delete the others. The uv_0 looks okay (not perfect—the texture will look choppy due to where the UV islands are placed—but it'll work). s4studio_mesh_3 does not have a proper uv_1 so you'll have to transfer one from an EA mesh. To do this, append your reference hair and delete its hat chop mesh groups, then transfer the uv_1. You'll have to transfer weights/weight paint and vertex paint but I'm not knowledgeable about that. Mauvemorn can help with that. Once your mesh has a proper uv_0, uv_1, weight paint, and vertex paint, then duplicate your mesh two times (select the mesh, shift + D) so that you have three mesh groups. Edit each duplicated mesh group so that they will work as hat chops, and give each mesh group a cut number that matches whatever hair you cloned for your final package. After that, you can make your LODs.
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Post by mauvemorn on Nov 25, 2021 3:10:21 GMT -5
You cloned the yfHair_PigtailsLongWavyBangs. I don't think this one's a good choice as it has sections that are partly on the sim's head. Look at its uv_0. You'll see it has UV islands on the head section of the CAS map. Try the long rocker hair instead. That's not really a problem. Maxis hair can use the scalp area, alpha hair cannot (unless opaque). The textures will be redone anyway, so its not something one needs to worry about
The weights are probably fine but you may want to check how the mesh behave during extreme animations. If a sim will lift their head, the tail may clip into the back, so you'd want it to be affected by spine bones
It is best to not transfer uv_1 from the hair, instead it's best to use the body as a reference. In your case you can just use the head. Make head_2 selectable, then select s4studio_mesh_3, add data transfer, choose head_2 as source object, set the rest like Fwecka showed
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Post by Fwecka (Lolabellesims) on Nov 25, 2021 3:31:23 GMT -5
You can transfer weights from the head??? Mind. Blown. I have to remember this. So, what do you do if you have to introduce spine bones? I'm sure I've seen you explain this elsewhere, Mauvemorn, but I don't remember.
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Post by mauvemorn on Nov 25, 2021 3:38:51 GMT -5
Fwecka (Lolabellesims) nono, do not transfer weights from the head. There are too many of them there, the hair will become affected by all those facial bones that it should not be affected by, like, the bangs should not move with eyebrows and so on. For hair, rigging should always be done manually without touching the hairline (hairline should be affected by all those facial bones, though). uv_1, on the other hand, is best to transfer from the body. You make the top and the head selectable, duplicate each of them, join the copies into one, optionally remove doubles in the neck area where they connect, transfer uv_1 from this new mesh, then delete it.
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Post by Fwecka (Lolabellesims) on Nov 25, 2021 3:55:57 GMT -5
Whoops. Misread what you wrote. That would explain why I was so surprised at the idea of transferring weights from the head, lol. Transferring the uv_1 from the head and top makes more sense. Can you confirm, if the spine bone has to be included, is this the process needed?
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Post by mauvemorn on Nov 25, 2021 4:07:20 GMT -5
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Post by pardus on Nov 25, 2021 4:29:21 GMT -5
Working from another Maxis base seems to have resoved the issue, though I still don't really know what the problem was.
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Post by Fwecka (Lolabellesims) on Nov 25, 2021 4:38:27 GMT -5
It had to have been the uv_1. There was another post here a few months ago where someone had frankenmeshed hair and the bangs were a different shade. I think they were darker than the rest of the hair if memory serves. Turned out to be the uv_1.
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Post by pardus on Nov 25, 2021 5:12:17 GMT -5
I didn't even touch the uv_1 though and it still got working with the new base though. I see lots of other creators don't touch the uv_1 on their hairs either.
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Post by mauvemorn on Nov 25, 2021 6:17:08 GMT -5
The problem is that you have nothing there, or rather all vertices are in the same place. For example, if you move that “vertex” in the lip area, the whole hair will become bigger when you will make the lip bigger. Instead the hair should morph with the area of the head it covers. Right now all of them are on the right side of the body’s morphs, so the left side is giving you this shading issue. This is how you can tell something is wrong with uv_1.
Maxis meshes already come with proper uvs in uv_1, so when people frankenmesh or edit them, unless changed dramatically, they do not have to edit uv_1, the difference will not be significant. But when you make the mesh from scratch or adapt it from a different game, you must make a proper uv_1 map yourself, otherwise the hair will not morph. Try to change the width of the head in CAS and you will see that.
Cc creators who don’t make uv_1, vertex paint, create hat chops, are either very new to cc making or prioritize speed over quality to make money through patreon or in other ways. Both categories of people watched the first tutorial youtube threw at them and decided there was all there was to know. So that it why we always tell people to use maxis items as a reference for how things should be adapted for ts4. Also, the later category of creators generally steals from other people or games. That is how they can pump out a lot of complex cc in a short period of time to make people feel like 1-10$ is a reasonable price to pay per month for so much cc. The absence of hat chops is the best indicator of stolen content or inexperience of its creator. Someone who can model complex hairstyles from scratch would know how to cut out the top part of it ( fast and easy process, not rocket science ). So if maxis meshes will not answer your questions, avoid studying the cc ones without hat chops to not repeat the mistakes.
Long story short, even though ts4 does not have alpha hair, it moves and morphs the same as maxis hair, so if a maxis hair has uv_1, then so should yours.
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