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Post by shirohusko on Mar 7, 2022 11:31:17 GMT -5
Hello everyone, I've been trying to port a particular wolf( Gary ) head for TS4 since I'm developing a Zootopia mod for it:
but I always get stuck on the UV Map and for some reason the custom mesh is invisible in-game CAS while appearing normally ( except for the weird texturing with the base since I tried testing Berni's texture with permission to see if it would work and the nose always get poorly painted+the eyes, Berni/Saverstate head also differ in size somewhat from the wolf head I'm trying to port ) both on Sims 4 CAS Tools and S4S Previous attempt, in which I did not detach the ears and tried merging a Furry mod body texture with a attempted photoshop of the wolf's texture headThe problem with this particular head is not only that it has Two textures( Wolfguard_cloth Wolfguard_face in which some parts of the face such as eyes, teeth and mouth are located in the second one ) but also the custom head model UV Map and texture seems to be side oriented while TS4 is front oriented and since I deleted the custom mesh body ( The wolf came in a full body, I got rid of all except the head ) there are some unused Trench coat textures in it ( I also detached the ears so I can make them separate, similar to Saverstate's furry mod ) The head on blender with the Wolfguard_faceThe head on Blender with the Wolfguard cloth
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Post by mauvemorn on Mar 12, 2022 16:44:25 GMT -5
Hi. My guess is the normals are flipped but would need to see the file to know for sure. You need to enable Backface culling to see this in blender. In edit mode select the whole mesh with A and press Ctrl N
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Post by shirohusko on Mar 12, 2022 21:19:29 GMT -5
Hi. My guess is the normals are flipped but would need to see the file to know for sure. You need to enable Backface culling to see this in blender. In edit mode select the whole mesh with A and press Ctrl N Thanks for the info, while I have learnt how to do the UV Maps and even managed to have the custom head ingame( textures working fine ), his left eye is somewhat weird/bugged even tho I weight and vertex painted it Since you've asked for the file, here's the package file I've made:
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Post by mauvemorn on Mar 13, 2022 12:23:45 GMT -5
You must vertex paint the mesh with black to stop it from morphing. Also, the package must not have two duplicates of the head, delete s4studio_mesh_1. Just clone earrings, import your blend there, in the warehouse choose CAS part, type Exclude in the search bar to the right and change the following: ExcludemodifiersRegionFlags - 000000000000177D Excludepartflags - 00000007F0000018 Then just recategorize the accessory as the skin detail
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Post by shirohusko on Mar 13, 2022 19:05:18 GMT -5
You must vertex paint the mesh with black to stop it from morphing. Also, the package must not have two duplicates of the head, delete s4studio_mesh_1. Just clone earrings, import your blend there, in the warehouse choose CAS part, type Exclude in the search bar to the right and change the following: ExcludemodifiersRegionFlags - 000000000000177D Excludepartflags - 00000007F0000018 Then just recategorize the accessory as the skin detail I see, well thanks for the info, I'll do that
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Post by shirohusko on Apr 5, 2022 22:01:44 GMT -5
You must vertex paint the mesh with black to stop it from morphing. Also, the package must not have two duplicates of the head, delete s4studio_mesh_1. Just clone earrings, import your blend there, in the warehouse choose CAS part, type Exclude in the search bar to the right and change the following: ExcludemodifiersRegionFlags - 000000000000177D Excludepartflags - 00000007F0000018 Then just recategorize the accessory as the skin detail So I've done that with Nick Wilde's head and he's pretty much working perfectly there except for the eye sometimes getting slightly off the head( Not sure if something to do with eyescale/eye area or such ) but besides that he's pretty good and even has facial features
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