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Post by dadverine on Mar 23, 2023 2:28:38 GMT -5
I have three objects making a headpiece for cc. Only the one with the cut number 0000 shows up in the studio. I have the others set to 0001 and 0002. In the past I've solved this by joining the objects, but that isn't working for this one. How do I solve the cut numbers issue? Edit: I am using 2.76
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Post by dissia on Mar 23, 2023 5:03:22 GMT -5
Hey! Share your blend and package files so we can take a look, without this we can only guess now. After joining them in blender make sure your final one is 0000 cut number. If you want more cut numbers in your package you can add them using this method, just do not make them simglass shader if you do not need it
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Post by dadverine on Mar 23, 2023 18:23:23 GMT -5
Hey! Share your blend and package files so we can take a look, without this we can only guess now. After joining them in blender make sure your final one is 0000 cut number. If you want more cut numbers in your package you can add them using this method, just do not make them simglass shader if you do not need it The piece is also now showing up as inside out in the sims 4 viewer, it was not doing that yesterday. I recalculated the normals and it still does it. I'll try that cut number tutorial thanks!
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Post by dadverine on Mar 23, 2023 18:44:56 GMT -5
Okay! that cut numbers tutorial worked like a charm. But now my torus is showing up inside out and I don't know why.
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Post by dissia on Mar 24, 2023 3:19:14 GMT -5
You did not adapted parts of your mesh to game at all. It's not that you just make mesh in blender and it's everything, you need to do uv_1, weights, vertex paint, proper uv_0 map placement cause now your uv is placed where all accessory and hair maps are, so it's texture is going to show on all accessories and hairs (see this uv map template to place it corectly - probably in hat uv map space). It's no need to divide this mesh into three groups, join them and set cut number to 0000 on final file. Watch or read some tutorials how to create accessories for sims and adapt them to game because this is not going to work this way
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