Post by kahluamilk on Nov 25, 2022 12:46:20 GMT -5
Hi. I have been trying two days now to make YoRha 2b hair but in Alpha. I have read the tutorials about sims 4 hair creation. And I have tried pretty much anything you can imagine. However, I still come across the usual transparency issue where simglass can't recognize what is on top/front and back layer.
Things I have tried:
-Detach/reattach mesh in 3dsmax from the OG tutorial, top/front to bottom/back.
-Detach/reattach from Vivian Dang hair tutorial where she says "When you already have the shape you want, detach it in 3dsmax, from bottom to top, from backside to font side."
-Mesh is an export. It has 2 basic big layers for general shape of the lower ones. Cut them in Blender and detached them as individual parts and proceeded to do step 1 above.
- Tried both methods with he already existing planes still didn't work. No matter what I do 3dsmax reads the back layer as the front and the top layers as the bottoms.
I have not yet tried in Milkshape. I mainly tried with Blender and 3dsmax the latter because you can see the transparency issues without even loading the hair in game.
I have also tried to see if the problem would be solved if I added the invert/backfaces but that didn't work either. I am not sure if I need to also detach/reattach them too as part of process, though I never had to up to this point.
In case that someone checks the actual files, I am aware that the headband and part of the hair could be read as clay. I was thinking to fix that later by separating them and adding them to studio_mesh_1. I have Junaxee's hair as a reference point, where you can have a basic sculp (or a clay part) and on top of it built the alpha planes. I wanted to first see my biggest pain the transparency issues and then fix that. Alas here we are.
Please help I am extremely frustrated since, I have made hair before but never came across this issue to this extent. I will provide screenshots and files in case that anyone can figure out what is wrong with it...
We transfer link with filesLhttps://we.tl/t-Ge1WHSUH0r
Things I have tried:
-Detach/reattach mesh in 3dsmax from the OG tutorial, top/front to bottom/back.
-Detach/reattach from Vivian Dang hair tutorial where she says "When you already have the shape you want, detach it in 3dsmax, from bottom to top, from backside to font side."
-Mesh is an export. It has 2 basic big layers for general shape of the lower ones. Cut them in Blender and detached them as individual parts and proceeded to do step 1 above.
- Tried both methods with he already existing planes still didn't work. No matter what I do 3dsmax reads the back layer as the front and the top layers as the bottoms.
I have not yet tried in Milkshape. I mainly tried with Blender and 3dsmax the latter because you can see the transparency issues without even loading the hair in game.
I have also tried to see if the problem would be solved if I added the invert/backfaces but that didn't work either. I am not sure if I need to also detach/reattach them too as part of process, though I never had to up to this point.
In case that someone checks the actual files, I am aware that the headband and part of the hair could be read as clay. I was thinking to fix that later by separating them and adding them to studio_mesh_1. I have Junaxee's hair as a reference point, where you can have a basic sculp (or a clay part) and on top of it built the alpha planes. I wanted to first see my biggest pain the transparency issues and then fix that. Alas here we are.
Please help I am extremely frustrated since, I have made hair before but never came across this issue to this extent. I will provide screenshots and files in case that anyone can figure out what is wrong with it...
We transfer link with filesLhttps://we.tl/t-Ge1WHSUH0r