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Post by cyberveinz1 on Dec 2, 2022 9:18:08 GMT -5
hey! i'm quite new when it comes to more speicfied textures in clothing like sweater knit texture or something like that, i'm making them in blender. so i was making this set with knitted pants and sweater, and while rendering in blender it looks amazing just like i wanted: saved in 2048x4096 resolution, and then i imported it to sims4studio and it looks like this: my question is what am i doing wrong? will it look better in the game? or should i upload it into photoshop with .dds plugin, but what it'll change if i dont wanna add anything in photoshop to it? i really don't understand maybe i'm doing it completly wrong. maybe i should do these kind of textures using photoshop? sorry for so many questions, thank you in advance.
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Post by mauvemorn on Dec 2, 2022 12:52:53 GMT -5
Hi. In blender you can plug in a 2000x2000 px knit texture in the material and it will be displayed in its full glory. In the sims 4 you cannot do it. The only way of « converting » this material set up to ts4 is to bake it to texture. However, a single pixel can display only one color. The more you shrink the uvs, the less pixels there is to display this pattern, the more details are not preserved.
Now, you put the uvs of entire pants in the space meant for extra parts. The uvs occupy a very small area of the uv space and the result of the bake is very small. However, the fact that you put them there instead of the legs area leads me to believe that you did not delete the legs that the pants cover. If this is the case, I recognize the tutorial you watched and recommend you to forget everything the author told you and watch another one. Look for the ones where you are not told to use blender 2.7. By now there may even be tutorials for the latest version of blender.
Also, another possible issue are stretched uvs. When you applied the rectangular image to the background, did you shrink the uvs back to their original size?
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Post by cyberveinz1 on Dec 2, 2022 13:52:06 GMT -5
thank u so much! like you said i deleted the legs and placed the uv were they supposed to be right now, and shrinked them back to original size. I'm using blender 2.76b because it has data transfer and weight trasfer, but when i'm trying to transfer weights in the 2.76b version it doesn't work... that's why i'm using 2.70, but thank you! i'll find another tutorials and try to understand a little bit more abt the 2.76b version. There aren't many tutorials so i end up watching speed processes of making custom content, or maybe i just can't find another ones. But about the uv part, i could've thought about it because i made a sweater to match and the texture is much better.. but still not perfect as i see in another creators cc. and again thank you, now all of it makes much more sense
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Post by mauvemorn on Dec 2, 2022 14:38:59 GMT -5
The default settings in Transfer weights are different in 2.76+ versions. - make sure the reference is visible and selectable; - select the reference, Shift-select your garment, switch to Weight paint, choose Transfer weights, change the settings like in the pic; - then use Clean with All groups; - then Limit total with 4 Doing it this way in 2.76+ will give you a better result than in 2.7 It would take a few minutes to google and find out about it, so someone who did not think of doing it before making a tutorial is not a reliable source of information, so that is why I’m suggesting to avoid tutorials that mention 2.7. If it is indeed that tutorial, you may have vertex painted the mesh with the wrong color, 00ff04. It should be 00ff00 for pants, otherwise the mesh will not morph right. And you may have added the inner side everywhere, not only where it is visible. This doubles the polycount for nothing. For the future, please always share the blend and package files
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