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Post by sorakasims on Mar 25, 2022 7:22:04 GMT -5
Hi! I am somewhat new to modding sims 4, I recently learned how to import hair meshes and it was pretty simple to figure out. I wanted to move on to learning to import my own dress meshes, which is where I am now stuck.
Every tutorial i've tried to follow is of someone making an entirely new mesh that doesn't have a texture, and they make one in blender and then fit it to the sims UV maps. I want to import a dress mesh i've created in vroid, which has its own texture already that I scaled down to fit the sims UVs. Though in doing this is drastically takes away some of the quality of the texture. I've seen other modders do this same thing with meshes from video games and was wondering where I'm going wrong.
Another big issue is I'm not sure how to accurately transfer over the rigging to my desired mesh. With hair it was really simple, but with dresses it leaves the mesh floating to the side in CAS.
If anyone can link an extremely in depth tutorial, or try and show me where I've gone wrong that would help a ton. I really want to learn how to do this, since I put so much effort into learning hair modding.
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Post by mauvemorn on Mar 25, 2022 8:24:23 GMT -5
Hi. You are meant to re-arrange uvs using ts4 template as a guide* and re-bake textures as shown in this video. Quality loss is inevitable because the available uv space is smaller. Here is how to transfer weights in 2.76-2.79 versions of blender * as well as the body’s uvs. You are meant to delete all areas of the body covered by the garment and put the garment’s uvs in the freed space
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Post by sorakasims on Mar 26, 2022 12:26:49 GMT -5
Thank you, but just curious what should I be transferring weights from? I saw a few tutorials and the process I have I need to make sure I am doing correctly.
It was;
-Open S4Studio and create standalone -Take nude top mesh and make package file -Open reference outfit (in my case swimsuit) -Fit mesh to swimsuit, and fit texture to UV map of reference mesh (swimsuit) -Open OBJ of dress mesh alone, and append it to nude top, transfer weights/data transfer and do vertex painting
is any of that correct? I can post my mesh I made if it helps to figure out where I'm going wrong currently the issue is the mesh floating off to the side in CAS
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Post by mauvemorn on Mar 26, 2022 13:17:09 GMT -5
Well, not really - Clone a dress that is of the same length as yours (can be a bit longer but not shorter, does not have to be just as puffy if yours is), export lod0. You are making a dress that must behave like as a dress, not a swimsuit, naturally you want something similar to yours in the area where rigging and morphing differs. What the reference dress looks like above the groin does not matter, although choosing something with less sculpted details will give you better results; - So open lod0, File - Save as under a different name (like progress). Join all meshgroups into one, rename to reference; - Import the obj, transform it in edit mode, never in object mode. Make it fit the body with proportional editing enabled if needed; - Unfold rig, make top and bottom visible and selectable. Select top, in 3d view press Shift D to duplicate, then Esc to confirm. Do the same for bottom. Select top.001, shift-select bottom.001, join with Ctrl J. Rename to body; - Select the body, delete all areas of it covered by clothing; - Select the dress, create a second uv map, reposition uvs with the body’s uvs in the background , rebake the uvs as shown in the video linked above. Delete the original uv map and rename the new one to uv_0. Create a new uv map and name it uv_1; - Close holes, add thickness in places where it would be visible if needed; - Transfer weights, uv_1 and vertex paint from the reference; - in this order: select the body, then the garment, join with Ctrl J; - if your garment does not reach the ankles: assign type GEOM and cut 0000, delete the reference, save. Clone DressPanels, import the blend there. - if your garment reaches the ankles: you will have to split the mesh into meshgroups just like the reference was split, assign corresponding cut numbers, import in the package of the reference.
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