|
Post by aminalex1 on Apr 23, 2023 2:39:35 GMT -5
Hi, I noticed in game that there is a distortion of my mesh on the right thigh when I make the sim thinner, after reading on here I figured its the UV1, when I highlight the right leg in the 3d viewer some of the right leg faces are in the left leg in the UV map which I think is causing the issue. I have tried transferring data with a range of base game shorts and still the issue persists so I think I will have to do it manually, how do I go about doing that without messing it up, can I just move the faces across or will that not work? I have attached pics and the blend file, I have been battling with these shorts for 3 days now and this is my last issue so I really want this to work and I am too far gone to start again so any help will be eternally appreciated Thank you!!!! blend fileimages:
|
|
|
Post by BokchoiJo on Apr 23, 2023 4:50:35 GMT -5
Hi, I would say it's safe to move it manually just make sure you save a backup. Just recently have to deal with uv1 problem too & moved a bunch of vertex to make a cleaner deformation, I move the vertex though not the face.
|
|
|
Post by mauvemorn on Apr 23, 2023 5:16:11 GMT -5
Hi. When making pants, you want to make sure that the right side of them stays in the - and the left in the +. Then not only will uv_1 and weights transfer correctly, but the morphs will work as intended You should go back to md and make certain changes to the mesh - as you see in the pic above, the mesh is made of 53k tris. Maxis meshes almost never go above 10k, so 53k is almost high enough to crash the game for many people. Most of it accounts for the selected elements ( the label at the back and the buttons). You need to go back to MD and dramatically reduce the Particle distance of those things; - while at it, you can try moving the left side of the shorts away from the right side but that can be done in blender as well; - Choose shorts that are of the same length as yours or a bit longer. While you can use an underwear mesh, it has a bit different uv_1. Whichever the case, clone a reference, export the blend, open it, import the obj there. Always do it this way, not in an empty scene; - transfer weights and uv_1 from the reference. When making dresses or sweaters, you should also transfer vertex paint. In this case, the shorts are vertex painted with one color, so you can just flood them with 00FF00 like you did; - once you will do these three steps, select the legs and delete all areas of them covered with clothing. All of it should always be deleted for it serves no purpose and can clip into shorts; - the mesh must have inner geometry only in places where it is visible, not everywhere. Instead of creating it everywhere, you're meant to close holes. When doing it, extrude and collapse the geometry, then unwrap it and split sharp edges; 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. - then you can join the body with the garment and test it in-game; - if everything is ok, bake textures, split into meshgroups if needed, make lods
|
|
|
Post by aminalex1 on Apr 23, 2023 5:35:17 GMT -5
Hi. When making pants, you want to make sure that the right side of them stays in the - and the left in the +. Then not only will uv_1 and weights transfer correctly, but the morphs will work as intended You should go back to md and make certain changes to the mesh - as you see in the pic above, the mesh is made of 53k tris. Maxis meshes almost never go above 10k, so 53k is almost high enough to crash the game for many people. Most of it accounts for the selected elements ( the label at the back and the buttons). You need to go back to MD and dramatically reduce the Particle distance of those things; - while at it, you can try moving the left side of the shorts away from the right side but that can be done in blender as well; - Choose shorts that are of the same length as yours or a bit longer. While you can use an underwear mesh, it has a bit different uv_1. Whichever the case, clone a reference, export the blend, open it, import the obj there. Always do it this way, not in an empty scene; - transfer weights and uv_1 from the reference. When making dresses or sweaters, you should also transfer vertex paint. In this case, the shorts are vertex painted with one color, so you can just flood them with 00FF00 like you did; - once you will do these three steps, select the legs and delete all areas of them covered with clothing. All of it should always be deleted for it serves no purpose and can clip into shorts; - the mesh must have inner geometry only in places where it is visible, not everywhere. Instead of creating it everywhere, you're meant to close holes. When doing it, extrude and collapse the geometry, then unwrap it and split sharp edges; 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. - then you can join the body with the garment and test it in-game; - if everything is ok, bake textures, split into meshgroups if needed, make lods Hi thank you so much for this, going to try this now. I just have one question, what do you mean by "you want to make sure that the right side of them stays in the - and the left in the +." do you mean for UV_1? How can I keep the left and right side of the shorts away from eachother as advised? how would I do that, is that for the UV_0?
|
|
|
Post by mauvemorn on Apr 23, 2023 5:47:25 GMT -5
No, i mean in the 3d space. See the white line?
This is 0, the middle. Everything to your left has a negative value along x axis, to your right - positive. Basically, you want the (sim's) right leg and the side of the pants to stay in the negative space and the left side in the positive. Here's a clearer example. See how a bit of the left side of the pants is in the negative space, past the line? This must not happen, so the person had to use proportional editing to move that bit into the positive space
|
|
|
Post by aminalex1 on Apr 23, 2023 6:12:12 GMT -5
No, i mean in the 3d space. See the white line?
This is 0, the middle. Everything to your left has a negative value along x axis, to your right - positive. Basically, you want the (sim's) right leg and the side of the pants to stay in the negative space and the left side in the positive. Here's a clearer example. See how a bit of the left side of the pants is in the negative space, past the line? This must not happen, so the person had to use proportional editing to move that bit into the positive space okay I understand thank you again I will keep an eye out for this. just one more thing before I start, can I keep the UV placement for UV_0 the same? as this mesh is actually the second one I have made and I just placed the mesh in the same place using a UV image made in blender as I have done high poly mesh sculpting in zbrush and coloring in substance painter so I could still use the swatches I made the first round, I want to do the same with this one when I change the particle distance to 20 for the details, is that okay to do?
|
|
|
Post by mauvemorn on Apr 23, 2023 10:14:35 GMT -5
the same as it is in the shared blend? if yes, then yes. The same as it comes from md? if yes, then no, the uvs must fit in the space meant for buttoms
|
|
|
Post by aminalex1 on Apr 23, 2023 12:55:58 GMT -5
the same as it is in the shared blend? if yes, then yes. The same as it comes from md? if yes, then no, the uvs must fit in the space meant for buttoms yes the shared blend UV, that's what I have done, I have managed to get the mesh down to 3k vertices and 5k poly as I increased the particle distance to 20 and I also deleted the inside parts but the result is the exact same as before and for some reason my mesh is splitting when I try weight paint it with the brushes. There is only one pair of female shorts that are remotely similar to mine, I tried to do data transfer and it was the exact same, I tried underwear and same, I am starting to believe maybe its the MD mesh but I have come across similar CC so there is a way to do it but I am struggling to understand where I am going wrong. It is just that part inside the thigh that is the issue, everything else is how I want it to be. Do you have any advice? also I use 2.79 blender, is that the right blender to do data transfer?
|
|
|
Post by mauvemorn on Apr 23, 2023 13:39:34 GMT -5
This is the reason the mesh does not morph correctly between the legs and nothing else.
This is the solution
Or this
Everything else I mentioned is not related to this issue. The item not morphing correctly is secondary to the item crashing the game, so it had to be re-done before addressing the morphing issue, and I listed in what order. You do not need to do anything not mentioned in the list, especially weight paint manually, so long you will fix the shape of the mesh. It does not matter what version you are using so long it has data transfer
|
|