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Post by Roultrehki on Aug 6, 2022 4:49:34 GMT -5
Hi there! I'm a newbie blender user. I have successfully converted some objects into CAS accessories for posemaking, but I'm having issues with converting an object with two textures and two UVmaps, in my case the bowl of chips from base game. I've tried following this tutorial but scaling the chips UVmap affects the mesh and texture position :( www.dropbox.com/s/wwdr9w43lm57g99/skr1.JPG?dl=0I created two new UV images for the bowl and chips respectively. Do I have to delete something here? www.dropbox.com/s/4d8xmxc6lu7anil/skr2.JPG?dl=0I have a couple more questions about how you import the whole thing into S4S and how you make it work, but let's address this issue first Thanks in advance for your help!
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Post by mauvemorn on Aug 6, 2022 9:11:49 GMT -5
Hi. - in s4s export both diffuse textures as png; - open this template in the image editing software. If you want a sim to hold this bowl in the right hand, copy-paste the first image into MIDDLE RIGHT RING, then copy-paste the next image and fit it into INDEX RIGHT RING; - delete the template, merge the other two images, save; - you'll need to do the same to the normal map if you want your item to have it; - export the blend with the bowl. Clone glasses, export the blend, open. Memorize what cut numbers lenses and frames have, then delete them. Append all meshgroups from the bowl blend, delete the shadow plane; - select the one with the chips, select its uv_0, select all uvs with A, press G, and move outside of the uv space; - join chips with the bowl, select all uvs, assign the image you made as the background, press S X 2 to bring the uvs to their original size, resize and move to fit the texture; - delete uv_1, delete transformBone, assign to stigmata bone, vertex paint with black, move in the right place in Edit mode; - in uv editor enable sync, select the uv islands of the chip, in 3d view press P, choose Selection. Assign the cut of the lenses to it. The bowl should get the cut of the frames; - import the blend and textures in the glasses package, recategorize as a ring
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Post by Roultrehki on Aug 10, 2022 13:44:13 GMT -5
Hi, I think I got everything right up to the vertex paint step. So let's go over the steps one more time. - I create the image with the two textures and save it as .png. - I clone some glasses, memorize cut numbers, delete the meshes and append the bowl. - I select the chips mesh, select uv_O and in edit mode hit A and move the mesh outside the uv space. - I join chips and bowl meshes, I hit A in edit mode to select all UVs and I open the texture image I made. - I resize and move the uvmaps to fit the texture. - I delete uv_1, transformBone and assign to b__R_Stigmata. (Is the bowl supposed to move into the rig's hands?) So at this point I go in vertex paint mode and just select black from the color wheel? It does nothing, bowl's still white :( www.dropbox.com/s/q1wfzoqobt6z95b/test2.png?dl=0
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