sheisnika
Member
—trying to debug a piece of cc..
Posts: 21
|
Post by sheisnika on Dec 4, 2022 4:57:16 GMT -5
Hi! So, this is my first pants mesh and I looked around the forum, collecting information on different steps. But ultimately I referred to the steps given by mauvemorn to deal with the Blender aspect of the process. Everything looks great in Blender: www.mediafire.com/view/fuvaavsptfrb8ky/Screenshot_20221204_015438.png/fileHowever, soon as I import it into S4S, I can see the sweatpants clipping around the crotch area: www.mediafire.com/view/nfgszv8jelt5qpe/Screenshot_20221204_015413.png/fileI've tried different vertex paints, even the 'robe-like' one in order to tell the program I want it loose. But to no avail, furthermore, I usually export the UV layout at full opacity so I can do a pre-test in S4S. It allows me to see any errors before I get too far in the process to realize it's clipping somewhere or there's holes or the UV mapping isn't right. But anyways, trying different variants, the UV layout map projected correctly despite the clipping (in the areas visible). But now, the UV layout won't even show up correctly. Here is the .package file: www.mediafire.com/file/5tj0sljcgsp54cc/%255Bnika%255D_%25DB%25B5_thrifted_sweatpants.package/fileThe .blend file: www.mediafire.com/file/q4gr8qbw8vjdzqr/%255Bthrifted%255D_sweatpants.blend/fileThank you in advance to anyone who helps!
|
|
|
Post by mauvemorn on Dec 4, 2022 8:13:25 GMT -5
Hi. You should always always start by cloning a similar item, exporting its blend and studying it. It will answer all of your questions 100% right - clone yfBottom_EP03SkinnyJeans again and export the blend, open it; - you will see 3 meshgroups, two in the calf area + the rest. Each of them has a different cut ( 0000, 00001, 0002), which is how s4s will know what part of the original to replace with what part of the custom. The pants are split this way to tuck into tall boots and prevent clipping like in the first pic. Your blend must be made the same exact way to inherit this structure and tuning. Currently it has only one meshgroup instead of three, so only one of them is being replaced. - File - Save as this blend under a new name (progress.blend), join all meshgroups into one, rename it to Reference; - import your item from MD and compare it to the reference. You will see that your pants are longer and higher than the reference. They will not receive the needed data in those area and will clip into tops and shoes. Normally you would need to change the reference, but in this case it is more reasonable to adjust the garment ( because 1). it is only slightly longer/higher, 2). pants that reach feet need to be be affected by foot bones and be split into 4 meshgroups instead of 3; 3). No maxis pants go higher than this, so you'd need to join the pants with the upper body and then install a plugin to remove unused vertex groups). So go back in MD and shorten the pants a bit at the bottom and lower them at the top; - export the garment with these settings - once done, re-import the garment. Transfer weights, uv_1 and vertex paint. Right now the mesh is still vertex painted with the wrong color; - close holes; - delete the ares of the body covered by closing ( in your case, you can use the reference as the nude lower body. If you will make sure that the pants cover the whole lower body in MD, you won't need the nude lower body at all); - delete the reference ( if not used), assign 0000 to the pants, save; - clone underwear, name the package Test. Import the blend there, check how it behaves in-game; - If everything is ok, open lod0 with yfBottom_EP03SkinnyJeans, append your pants from progress.blend, split the mesh just like the original is, import in the package started from yfBottom_EP03SkinnyJeans; Example of how this i done How to know if your item needs to be split into meshgroups:- while in CAS, put a choker, a necklace, an armband, bracelets, tall boots ( if making the bottoms/full-body outfit). All of these items must be from maxis, no custom ones. If any of these accessories clip into your garment, said accessory needs to be hidden. - let's say, you want to hide the shadow the necklaces cast on the body. Clone yfTop_VestLeatherStudsTank, export the blend; - you will see two meshgroups: in the chest area ( tuned to hide the shadow ) and the rest of the top. If there were many of them, id suggest you to rename them to r(eference)+(the last digit of the cut number), so r_0, r_2, r_3, etc. This is the only thing that matters so that you don't mix up the cut numbers. But in this case you can simply delete the meshgroup that is the rest of the top and leave only the chest one; - File - Append, choose the blend with the garment that you made, then Object, then the meshgroup with the garment. Append from Library. Delete bone_bone_shape.001 and rig.001; - select the appended garment, optionally switch how it is shaded or the shading of the whole scene, in edit mode select the area that matches the chest meshgroup. You can switch the shading back. P - Selection to separate; - select the separated meshgroup and give it a cut number that corresponds to the original chest meshgroup. In this case, it is 0000, so the other meshgroup should have 0001. - download this addon ( enter 0 and click on purchase, in Blender go to File - user preference, switch to addons, choose install from file, choose this file), remove unused vertex groups from all meshgroups; - delete the reference, save, import the blend in the yfTop_VestLeatherStudsTank. - bake textures in progress.blend, make lods
|
|
sheisnika
Member
—trying to debug a piece of cc..
Posts: 21
|
Post by sheisnika on Dec 4, 2022 8:36:19 GMT -5
Sorry but what color is the vertex paint supposed to be? Also, what do you mean by closing the holes?
|
|
|
Post by mauvemorn on Dec 4, 2022 10:10:24 GMT -5
For pants it’s 00ff00 00ff00 - skintight. All morphs beside Details mode ones; 3fff00 - robe-like. Meant for skirts and sometimes between the breasts. Prevents the skirts or loose tops from "sinking" between the legs or breasts. The bottom of the skirts will also not be affected by calf and foot morphs; 000000 - disables all dmaps; 007f00 - this color is between 000000 and 00ff00, so you'd expect it to reduce the effect of skintight dmaps by half. I tested it and the area painted with 007f00 morphs just like 00ff00. The only difference is that this area does not highlight when you hover on it. Anyway, this color is used on accessories, the ponyrails/jaw-to-ends area of the hair, tips of eyelashes and facial hair; 007f02 - used on root-to-jaw area of the hair; 007F3F - enables Details mode morphs. Used on the hairline, roots of facial hair and eyelashes, piercing; 3F7F00 - used on mermaid tails. How to close holes: - Switch to Edit mode ( TAB ), switch to Edge select ( 1 ), select the border edge loop ( 2 ) by Alt-RMB-clicking on it; - Press E to extrude, S to scale, scale it down ( 3 ); - Press Alt M and choose Collapse ( 4 ); - Switch to Vertex select, select the vertex in the middle of created geometry, optionally move it up a bit, press Shift NumPad7 to align the view parallel to it; - Select - Select More/Less - More ( 5 ); - Shading / UVs - UV Mapping - Unwrap - Project from view* ( 6 ); - In UV editor scale it down ( S ) and put somewhere in the extra area; - Select the same border edge again and mark it as Sharp ( 7 ); - before baking textures, select one edge marked as sharp, Select - Select similar - Sharpness, then split all of them with Mesh - Edges - Edge split.
|
|
sheisnika
Member
—trying to debug a piece of cc..
Posts: 21
|
Post by sheisnika on Dec 4, 2022 11:22:47 GMT -5
|
|
|
Post by mauvemorn on Dec 5, 2022 14:35:51 GMT -5
the uv_1 did not transfer. You should also make the uvs bigger in uv_0. Bigger uvs = better texture quality And again, the blend has only one meshgroup while the package has 3. Only one of them is being overwritten while other 2 stay
|
|