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Post by cursebangs on Aug 22, 2022 14:15:01 GMT -5
I am really trying to have this top look exactly in sims 4 as it looks in marvelous designer but I really can't seem to figure it out
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Post by mauvemorn on Aug 22, 2022 16:43:35 GMT -5
Hi. The details you are seeing in MD do not come front a texture. That is a mesh of solid white color that is lit in a specific way. The wrinkles cast shadow making it look realistic. In the game and in s4s the light does not interact with CAS items this way at all, so they look flat. You are meant to bake how the mesh is shaded in Blender to texture and then import this image in s4s. This is a crucial step that should have been covered in the start-to-finish tutorial, so if it was not, you should watch a different one
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Post by cursebangs on Aug 22, 2022 18:01:56 GMT -5
Hi. The details you are seeing in MD do not come front a texture. That is a mesh of solid white color that is lit in a specific way. The wrinkles cast shadow making it look realistic. In the game and in s4s the light does not interact with CAS items this way at all, so they look flat. You are meant to bake how the mesh is shaded in Blender to texture and then import this image in s4s. This is a crucial step that should have been covered in the start-to-finish tutorial, so if it was not, you should watch a different one Hi, in blender the mesh looks just like in MD and I tried everything to bake the shadows but the shadows look so pixelated I just don't get it
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Post by mauvemorn on Aug 22, 2022 18:08:02 GMT -5
You need to increase samples
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Post by cursebangs on Aug 22, 2022 18:21:30 GMT -5
You need to increase samples I have tried to search up how to do that and I can increase samples in multiple areas for multiple things but none of them really solved my issue unless I am missing something
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Post by mauvemorn on Aug 22, 2022 18:28:45 GMT -5
If you are using blender render, here You may also want to reduce factor so that the image is not that bright
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Post by cursebangs on Aug 22, 2022 18:39:59 GMT -5
If you are using blender render, here You may also want to reduce factor so that the image is not that bright I had already been playing with that for a while but I keep just getting this black shadow even tho I had even set the samples to 30. Here is my blender file and tell me if you figured it out drive.google.com/file/d/1nP65YughoWhWzTj82r3u_g8YzwtUTz5Y/view?usp=sharing
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Post by mauvemorn on Aug 22, 2022 21:35:19 GMT -5
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Post by cursebangs on Aug 23, 2022 16:11:22 GMT -5
This has never been the case so the option remains and disabling render for everything else except for the top itself hasn't done anything, still you can try it out in the blender file that nothing works. I don't know why :(
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Post by mauvemorn on Aug 24, 2022 2:17:24 GMT -5
I cannot check the file right now and will have no access to pc for an unknown period of time. Did you export the garment as thin? If yes, did you add inner geometry (with Solidify or inverting Geometry). If the garment has the inner side, its uvs overlap with those of the front side
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Post by Sifix on Aug 24, 2022 4:01:06 GMT -5
Hi there! I took a look at this quickly, and the problem is your UV map. All these little dots between the faces on your top? They're separate faces, but are being rendered all overlapping and bundled together. Basically, you can't get a texture to work with this. When it's unwrapped properly, however, rendering works just fine. You need to either unwrap your mesh again (tons of tutorials on how to do that out there, I'm sure) or re-export it from Marvelous Designer to get the original UV layout. I would really recommend doing the latter, because the topology is extremely messy at the moment. It's made up of tris instead of quads, which makes it way higher poly than it needs to be, and it's going to look really scrunched up and weird in-game. Just going to quote one of Mauvemorn's posts with relevant links here: I suggest you to make a new very simple item ( like a tank top) for the sake of learning and adapt it to perfection with the following in mind: - do not model in tris in MD, it will look like cramped paper. Instead either model in quads and keep Particle distance high or retopologize the mesh; - avoid overlapping fabric. If it is not visible, it should be deleting, otherwise it serves no purpose and only increases the polycount; - same with the body, all parts of it covered by clothing should be deleed and this should be done carefully. This way you will have more space for the garment's uvs;
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Post by mauvemorn on Aug 24, 2022 4:56:33 GMT -5
Sifix thank you for taking a look and making a screenshot. You may have accidentally transferred the uvs between uv_0 instead of uv_1. If this was done intentionally (to get maxis match style of uvs), you needed to set up Data transfer differently. Always choose Nearest face interpolated for uv_1 transfer. It would be best to use this option when transferring weights as well
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Post by cursebangs on Aug 24, 2022 9:17:48 GMT -5
Thank you both mauvemorn and Sifix. I changed the mesh in MD to quads and redid the blender process from scratch for if I transferred the wrong uv. I also managed to unwrap the mesh properly. The results look really good. I learned a lot during this whole process.
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Post by mauvemorn on Aug 24, 2022 12:10:22 GMT -5
One thing, though. Uvs generated in the square uv space will stretch when rectangular textures are applied. Before transforming the uvs, you must bring them back to their original size with S Y 0.5
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