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Post by lenalechou on Dec 1, 2021 13:23:08 GMT -5
Hello creators, I want to make this anime hairstyle available for sims 4. here it is with colours. I tried to make the meshes in blender using ea meshes and curves . This is my progess: but I have some issues: Is there a way to adjust the meshes right so at the end this hair look physical? I don't really know how I can make this hair shape I have no idea how to continiue and what tutorials or steps I must follow to achieve the hairstyle mesh in the first 2 photos. Please can anyone help me? Here is my blender file: files.fm/u/6bf4kmham#/view/rjyupxxqj
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Post by Fwecka (Lolabellesims) on Dec 1, 2021 22:17:20 GMT -5
Watch that polycount. If you need to reduce the polycount dissolve edges. And lenalechou, you've got to remember to delete the bone_bone_shape in the outliner. When you append a mesh, bone_bone_shape gets appended too and every blend you've shared so far has had a bone_bone_shape in it.
You can simply grab the vertices that are clipping into the head (use B) and move them. The mesh is double-sided so disable limit selection to visible to grab the vertices you need, enable proportional editing, click G then scroll your mouse wheel to make the circle thing smaller. You can then move the vertices. Be sure to disable proportional editing when you're done.
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Post by mauvemorn on Dec 2, 2021 7:51:24 GMT -5
Just so we're clear, bone_bone_shape doesn't do anything bad. You do not have to delete it but it's a recommended practice to keep your outliner organized. You should, however, delete rig.00x, if the item is assigned to any of them, it may not import in s4s.
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Post by lenalechou on Dec 3, 2021 9:38:15 GMT -5
Thank you fwecka and mauvemorn. The video was helpful.I made this progress now: files.fm/u/6bf4kmham#/view/ur7ngnv9xPlease tell me if you think that something is wrong or how to correct it. Mauvemorn, I can't find the rig.00x. Please can you tell me where it is? I already forgot it. In the past, I tried to make this blond man's hairstyle. I want the shape to look as in these photos: the last package file I made was this: files.fm/u/6bf4kmham#/view/t8r6smwp2Surely, It is not exactly as I wanted. Please can you help me or sent me a tutorial how to correct the mistakes I made? I really don't know how to fix it...
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Post by Fwecka (Lolabellesims) on Dec 3, 2021 17:45:18 GMT -5
rig.00x refers to extra rigs. Whenever you append a file into Blender bone_bone_shape gets appended, too, and many times so does an extra rig. When an extra rig gets appended it's usually named rig.001 or rig.002 or rig.003, etc. The "x" in rig.00x just refers to whatever number Blender assigns to that extra rig. You just have to remember that when you append something you should delete the bone_bone_shape and the extra rig if there is an extra rig. Sometimes there isn't. Mauvemorn said the bone_bone_shape doesn't hurt anything but I think it's just good practice to remove it.
Regarding the hair, there are problems with the mesh. There are dents, unmerged vertices, etc. I think at this point you should know how to fix them. Hide every mesh group then unhide one and put it in object mode, and solid shading. Pan the camera around and look for sharp edges, faces on top of faces, dents, weird shading, things like that. Then put it in edit mode and look for faces squashed between other faces. Then hide that mesh group and unhide the next one and do the same thing. Do this with every mesh group.
Go through each group and check the uv_0. There's one that has a messed up uv_0.
You'll still need to do the following but don't worry about that until you've fixed the mesh problems:
*join the mesh groups together then fix problem areas (excess clipping, etc.) *transfer weights *transfer the uv_1 *vertex paint *duplicate the mesh two times and make the hat cuts *assign cut numbers
And don't use decimate to lower the polycount. Dissolve edges, instead. It looks like you used decimate on the front strands. Those mesh parts are so small that dissolving edges would not be much work.
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Post by Fwecka (Lolabellesims) on Dec 3, 2021 17:58:26 GMT -5
Thank you fwecka and mauvemorn. The video was helpful.I made this progress now: files.fm/u/6bf4kmham#/view/ur7ngnv9xPlease tell me if you think that something is wrong or how to correct it. Mauvemorn, I can't find the rig.00x. Please can you tell me where it is? I already forgot it. In the past, I tried to make this blond man's hairstyle. I want the shape to look as in these photos: the last package file I made was this: files.fm/u/6bf4kmham#/view/t8r6smwp2Surely, It is not exactly as I wanted. Please can you help me or sent me a tutorial how to correct the mistakes I made? I really don't know how to fix it... Slow down, girl! Focus on one thing at a time. If you move too fast you'll only end up producing sloppy work.
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Post by lenalechou on Dec 4, 2021 12:16:07 GMT -5
Hello again fwecka. I made this progress now: but the problem is that I have no idea wht steps I must follow next. I tried to remove squashed verticles and flip normals but the mesh turns out transparent. So I try to made the mesh shape. Please tell me your opinion or what to correct and how in order to look physical. Here is my last blender file: files.fm/u/v8m3fwe6b#/view/xum7d7spw
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Post by mauvemorn on Dec 4, 2021 14:18:46 GMT -5
Hi. Select NurbsCircle and reduce its preview U to 1. Then select NurbsPath, reduce its preview U to 4. Unfold Texture space and enable Use uv for mapping. Then press Alt C and choose mesh from curve. Do this to all strands
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Post by lenalechou on Dec 4, 2021 16:56:44 GMT -5
Thank you again mauvemorn! I hand no idea that reducing preweiv view makes the texturing so easily. I made this progress now, but I still have 2 issues: How I can make the remaining nurbs path looking more thick, so they fit with the rest of the hair? and what other steps should I must follow in order to achieve this final result? Here is my last blender file: files.fm/u/v8m3fwe6b#/view/pg7ejdwp8
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Post by mauvemorn on Dec 5, 2021 7:04:45 GMT -5
In Edit mode select a point on the curve, press Alt S to make it thicker
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Post by lenalechou on Dec 5, 2021 14:55:36 GMT -5
Mauvemorn, there is a problem the alt+s thickens the curves this way: I want to thick them in this way to fit with the rest of hair:
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Post by mauvemorn on Dec 5, 2021 15:51:28 GMT -5
I've only just noticed, but you have rectangular Bevel object and solidify modifier. You should either have only one-sided bevel object (just one straight line) + solidify modifier or just rectangular bevel object. You are creating unnesessary geometry by combining both, it's like a donut.
Delete three sides from Grid.000 so that there is only one, the top one. Convert to mesh, add Solidify modifier. You can adjust Clamp value.
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Post by lenalechou on Dec 7, 2021 13:34:50 GMT -5
Thank you again for the tips mauvemorn. This is my progress now: files.fm/u/v8m3fwe6b#/view/as9uzghryBut I want your opinion. How will the parts of hair look will more physical (like in anime photos)? 1 over 2 or 2 over 1 (as I already have)?If I must change and put 2 over 1, please can you tell me how?
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Post by mauvemorn on Dec 7, 2021 14:05:33 GMT -5
if you will move the red strand, you'll see that it is duplicated, there's the same one underneth hmmm, i think the red one should come first but you should either join it with the rest of it or hide this place where they overlap with the blue strand. If the green one will come first, it will look strange
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Post by lenalechou on Dec 8, 2021 11:13:49 GMT -5
Yes, I think that this is the best choice mauvemorn. Thank you for the advice. I made this progress now: files.fm/u/gb3yvqukn#/view/r25efg98g (blender file) and the package file: files.fm/u/gb3yvqukn#/view/4psmb9573Please tell me if you think that I made something wrong, or I must correct something to reach the photos result: Anime hair and normal hair are so different but I want to reach the best possible result .
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