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Post by roysims on May 31, 2022 23:46:26 GMT -5
Okay, so I have been doing a lot of reading, trying to find tutorials, deconstructing other alpha hair and I just...can't seem to figure this out. I want to make Alpha versions of Townie hairstyles but I get these strange conflicts. I have tried making the "higher" or "ontop" strands separate objects before regrouping (like tutorials) and it makes it look okay in blender but not in Sims. It seems to do this grouped or not. I also have opened some alpha hairs and tried to reconstruct it by assigning the hair to s4studio_mesh_6 like I seen on the alpha hair but with and without the scalp layer but I am not getting any good results. I can share the files if needed. I am thinking the braided base would need to be simskin, but then the alpha hair set as glass but how do I do that? I am not too worried about the hat cuts atm especially since this style would be "eaten" but any hats.
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Post by mauvemorn on Jun 1, 2022 3:58:44 GMT -5
Hi. For the layering alone to work, the hair must be modelled with this issue in mind. In most cases it would not work no matter what. Separating the hair into Simglass and Simskin is the only more-or-less fail proof solution.
- delete hat chops if you have them, select the hair meshgroup, switch to edit mode, enable sync, select everything with A, assign the hair texture as the background in the uv editor;
- press A again to deselect everything. Press C, Shift-click and drag to start selecting those areas of the hair where the texture has transparency;
- once you will select all of them, in 3d view press P, choose Selection. This will separate them into a new meshgroup. Rename it to Transparent. Rename the original to Opaque (or whatever you want, just dont mix them up); - Since you are not worried about hat chops, you can ignore them completely. Clone glasses, export the blend, open in a separate window. There you will see two meshgroups: the frame and the lenses. The Opaque must replace the frame, the Transparent must replace the lenses. The names of those meshgroups do not matter, cut numbers do. So you need to check what cut number the lenses have and assign the same one to Transparent. Same thing with Opaque and the frame; - once done, save your blend and close the one with the glasses (you needed it only to check cuts). Import the blend in the same glasses package; - try it in game. It is possible that there will be transparency issues within that Transparent meshgroup. If yes, you will have to try layering them (only within that meshgroup)
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