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Post by JuniperGreen on Apr 11, 2023 9:40:11 GMT -5
Hello, well, maybe it's an obvious question, but i was wondering if when exporting from blender, we need to keep the material group mesh with the cube? (the cube is inside the model), or is it something imported with s4s that we don't need to keep? Thanks! ibb.co/PtcHdyx
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Post by mauvemorn on Apr 11, 2023 9:56:18 GMT -5
Hi. Only necklaces have it and yes, you must keep it. It’s not for the materials (materials are not imported in s4s) but for how necklaces interact with tops. Make sure that the necklace itself comes as one meshgroup, so you only have this cube and the necklace, no other meshgroups
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Post by JuniperGreen on Apr 11, 2023 10:03:11 GMT -5
hi and thanks for the reply! This time it's not for a necklace part, it's a vest, not sure why its there.. since it's not for a necklace, should i still keep it and merge it with other group meshes before exporting or i remove it? (it's possible that it got imported when i imported the NudeBodyTop..)
side note: for the CC i was making like a necklace, its completed, everything was merged into one group mesh, it looks pretty cool in game (in my opinion), but now that i learned in another thread that the weights can be transfered, i will re-weight my stuff to "polish" my content. I was painting manually and could never obtain the perfection, i ended up being "satisfied" with how the necklace turned out, but, now i know it will be better by transfering paint from other parts :P
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Post by mauvemorn on Apr 11, 2023 10:08:56 GMT -5
Hm, usually they just separate a chunk of the clothing instead of creating this cube. But if it what the original maxis mesh has, then you should keep it
The nude body most certainly should not have it, though. You can just export the blend from the package again and check what’s going on in it
yeah, everything is pretty straightforward. You take a maxis mesh that contains the area of the body your item covers and transfer everything (weights, uv_1 and vertex paint) from it. So for the scarf it would be a nude top
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Post by JuniperGreen on Apr 11, 2023 14:18:47 GMT -5
ah, speaking of the uv_1, when i'm making it, i copy only the islands/faces that the item covers but not the entiremodel uv, for exemple, the scarf, i kept only the uv faces around the neck and clavicles, do i actually need to keep the entire model's uv that it covers? (exemple: if it doesnt actually covers the arms, do i still need this part'S uv?)
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Post by mauvemorn on Apr 11, 2023 14:48:33 GMT -5
the logic:
The mesh of the body has arms —->they need to be affected by arm morphs ——> the arms are unwrapped where the arm morph are. The mesh of the scarf does not cover arms ——> it does not need to be affected by arm morphs ——-> the scarf’s uvs are not where arm morphs are
If your scarf is close to the arms somehow and receives the uvs from them, then you can delete the arms from the reference and that will not happen
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