sheisnika
Member
—trying to debug a piece of cc..
Posts: 21
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Post by sheisnika on Nov 25, 2022 10:39:47 GMT -5
I only started trying to create custom content 3 days ago.. I've created two separate designs so far (in the order shown).. CREATION 1CREATION 2I followed multiple tutorials online including ones created by Famsims and Plastic Simz (who I've personally downloaded cc from). I'm frustrated and determined, switching between that and doing homework for the past few days. FOR REFERENCE: THE SIM [NORMAL]First Creation: It showed up broken but somehow, I managed to make it show up in CAS on the sim? Except, the shirt clips into the body now and shows so on the thumbnail too: CREATION 1 [CLIPPED IN CAS]Second Creation: My base texture seems to show up perfectly fine.. and the preview in S4S looks good: S4S SECOND CREATION But when I go into CAS, it has the infamous broken cc thumbnail and makes my sim's upper body become invisible with black/red blotches: CREATION 2 [BROKEN IN CAS]
At this point, I'm so desperate and on the verge of giving up. But I know I'll be back to trying to fix in within the next hour of declaring so which annoys me. I'll include the .blend files in case I missed any vital information. This is my first post on the forum and I'm new to TS4, so please bear with me. I appreciate anyone who positively contributes towards this. Thanks. CREATION 1 BLEND FILECREATION 2 BLEND FILE
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Post by mauvemorn on Nov 25, 2022 11:55:52 GMT -5
Hi. Well, those tutorials were very unfortunate. For the future, always study a similar maxis item
about the tank top: - in MD do not model in tris, it makes the garment look and behave like crumpled paper. Instead either change the topology to quads and keep Particle distance high or retopologize the mesh; - do not join the body with the garment until you transfer uv_1, weights and vertex paint to the garment. The nude body is adapted to perfection and overwriting this data will mess things up; - add the inner side of the garment only in places where it is visible, otherwise it will do nothing but increase the polycount. Also, move the uvs of the inner side away from those of the outer's to avoid black spots during baking; - transfer weights and uvs with Nearest face interpolated - the mesh does not morph properly because it should be vertex painted with 00ff00, not 00ff04. You can also transfer it, which is a recommended method when making dresses or skirts (painted with two colors); - you should deleted all areas of the body covered by clothing to free more uv space and prevent them from clipping into each other; - do not scale uvs individually unless the difference in quality of textures is acceptable. For example, uvs of zippers or buttons can be bigger than the rest, uvs of the geometry that covers holes can be smaller, but the front of the shirt should not be bigger than the back or the sleeves. About the other top: - all of the above; - avoid overlapping clothing, the bra is not visible under the top, so there is point in keeping it. It will do nothing but increase the polycount and clip into the top. If the plan was to make the top see-through, then its uvs should be in different location and the only trouble-free way of adding transparency to loose clothing involves creating a new meshgroup inside the package which is not exactly beginner-friendly; - I would need to look at the package to know why exactly the skin is projecting the garment's texture in the chest area.
About the checkered pattern: it means the referenced resource(s) (textures, meshes) is missing. We would need to see the package to know what exactly is the problem. Cloning other people's cc can be a reason and if it was what you've done, then there's no need in that at all, just clone maxis items For the future: if something does not turn out right, you need to find what is causing it and how to fix it instead of moving forward, otherwise it will happen again. Also, please always share the blend and the package
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sheisnika
Member
—trying to debug a piece of cc..
Posts: 21
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Post by sheisnika on Nov 25, 2022 12:25:52 GMT -5
Thank you so much for replying to this! I'll try that out (praying it works)! I continued on to make a second creation because I wanted to start from scratch and changes things to see what variable was causing the issue. But as you said, the tutorials don't really help and I couldn't find any solution through YT so I came here. I'll be sure to make note and share the package file as well as hosting on Google Drive in the future!
Thanks again!!
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Post by mauvemorn on Nov 25, 2022 12:27:27 GMT -5
Make sure to enable sharing like this
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sheisnika
Member
—trying to debug a piece of cc..
Posts: 21
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Post by sheisnika on Nov 25, 2022 12:35:15 GMT -5
Er.. I'm trying to implement this information but I haven't yet memorized the Blender process. So I would have to refer back to the YT videos for everything outside of the corrected information you've given me. Is that alright or do you have a link to an already written tutorial on the forum?
Sorry to bother.
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Post by mauvemorn on Nov 25, 2022 12:45:21 GMT -5
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sheisnika
Member
—trying to debug a piece of cc..
Posts: 21
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Post by sheisnika on Nov 25, 2022 15:11:48 GMT -5
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Post by mauvemorn on Nov 25, 2022 15:40:17 GMT -5
it has no cut number. There is no point in importing a mesh in s4s if is not adapted at all, you won't see anything useful
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sheisnika
Member
—trying to debug a piece of cc..
Posts: 21
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Post by sheisnika on Nov 25, 2022 15:54:20 GMT -5
Ah! Forgive me.. I'm so sorry. In the link to the tutorial you sent me where it says to assign geom and cut number, I took it too literally. How would I know what cut number to put?
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Post by mauvemorn on Nov 25, 2022 15:58:13 GMT -5
1). clone a similarly shaped mesh, export the blend, open; 2). You will see one or multiple meshgroups. They will have different cut numbers. Your item should be split into the same number of meshgroups in the same places and receive corresponding cuts. How to do it is explained in "How to know if your item needs to be split into meshgroups" but you dont need this right now; 3). In your case there is only one meshgroup, so the cut is 0000. If you're using the community tested version, set the type to GEOM. If you have the beta version, the type has been removed
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sheisnika
Member
—trying to debug a piece of cc..
Posts: 21
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Post by sheisnika on Nov 25, 2022 16:04:10 GMT -5
I have both the reference and studio mesh still in the file. Is that okay? I'm not sure if that's interfering with anything. I have put 0000 in the cut number of my mesh (geom). However, I wondered if the s4studio mesh having the same geom cut number is part of the problem. The reference also shares the same geom cut number..
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Post by mauvemorn on Nov 25, 2022 16:16:58 GMT -5
Yes, it would be a problem because meshgroups cannot have the same cut numbers. You’re meant to hide, delete or join the reference with the garment. When it is time to import the mesh in s4s, either of these would be already done
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sheisnika
Member
—trying to debug a piece of cc..
Posts: 21
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Post by sheisnika on Nov 25, 2022 21:36:00 GMT -5
So I tried following what you said to the best of my understanding but now they both look buggy. Blend files: 12I hate that this is taking so long and bothering you in the process but I hope you can understand that this is my learning everything. Imported into S4S: 1.package
2.package
Here is the original package file of the top (when it clipped): Clipped Package File
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Post by mauvemorn on Nov 26, 2022 3:43:59 GMT -5
The idea: 1). you make a garment in MD. It does not move, does not morph, does not display textures as intended. It cannot function properly in ts4; 2). you clone an existing Maxis item of similar shape. It moves, morphs and displays textures as intended by the developers; 3). you import the garment from MD in the same scene as a maxis item and transfer all of the data responsible for moving and morphing; 4). then you delete all parts of the nude body covered by clothing, join it with the garment,put the garment's uvs in the space meant for it; 5). then you assign a cut and import the blend in s4s. All you've done was join the garment with the reference without doing the most important parts, step 3-4. Your reference is not shaped like a nude upper body ( there is a sculpted collar), you can use it as a reference but not as a body underneath, so joining it with the garment is not even something you should be doing at all If you are a visual learner, watch another tutorial for the sake of understanding what needs to be done. If the settings provided in the video differ from the ones i gave to you, follow mine
- Clone a bra (shaped like a nude body), export the mesh, open, rename s4studio_mesh_1 to Reference; - import your garment from md, transfer weights, uv_1, vertex paint as shown in the screenshots above; - add inner side only where it is visible (for the sake of learning you can skip this step);
- select Reference, delete all parts of the body covered by the garment; - join the body with the garment, put the garment's uvs in uv_0 in the right place; - assign GEOM and 0000, import in s4s, check how it behaves.
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sheisnika
Member
—trying to debug a piece of cc..
Posts: 21
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Post by sheisnika on Nov 26, 2022 8:08:10 GMT -5
At this point, I don't know whether to laugh or cry.. PackageBlend File
The reason I assigned the cut number 0001 instead of 0000 is because nothing shows up on the sim in S4S otherwise.
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