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Post by simdistic on Apr 27, 2023 13:54:32 GMT -5
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Post by dissia on Apr 27, 2023 14:00:36 GMT -5
Hey! You need to add another cut to your package to make it work with simglass shader and adapt your blend file to this - here tutorial
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Post by mauvemorn on Apr 28, 2023 8:24:37 GMT -5
For one cut transparency to work, the uvs of the shorts must be placed in the groin area so that its texture is displayed underneath that of shorts
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Post by simdistic on Apr 28, 2023 11:03:49 GMT -5
For one cut transparency to work, the uvs of the shorts must be placed in the groin area so that its texture is displayed underneath that of shorts am I able to place the shorts over the uv or should I remove some of it or move it on the placement map?
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Post by mauvemorn on Apr 28, 2023 11:46:58 GMT -5
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Post by simdistic on Apr 28, 2023 20:18:02 GMT -5
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Post by mauvemorn on Apr 29, 2023 14:08:40 GMT -5
in the 3d and 4th blends the uvs look as they should be. But in the package everything is still the same, old uvs and textures. So you just add the legs, remove the area of them covered by shorts, join, set the cut number to 0000, save. Clone some underwear, import the mesh there, import textures with transparency
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Post by simdistic on May 2, 2023 18:52:47 GMT -5
I'm not getting the same results as the tutorial... I'm not sure if I should bake the textures before or after the mesh has been split. If I bake before the mesh has been split it looks much like this. However if I bake after the mesh is split the legs disappear. I'm really confused on the transparent textures part. I've uploaded it all. as I'm not sure where I went wrong. drive.google.com/drive/folders/1GjhG1JNGr56Vt8GylE9CIHWLV07a2xo_?usp=sharing
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Post by mauvemorn on May 3, 2023 17:40:07 GMT -5
Need to clear up the confusion first. Under your garment's texture is the skin's texture. When you change the opacity of the garment's texture, the skin's texture becomes more visible. As you see, where the body's uvs are unwrapped, there's skin, everywhere else there's nothing. As a result, there are two ways of adding transparency to the garment: method 1: under the shorts is the groin. See where it is on the image above? If you will put the shorts uvs there, they will display the groin's texture under their own texture. If you will put the uvs in the face area, there will be the face underneath the shorts, and so on. This method works only with skintight clothing like your shorts. Here is an example: uvs are in the groin area, so simply adjusting opacity of the texture gives the desired result. method 2: If you will do the same thing with loose clothing, the result will make no sense. In situations like this, the garment must display no skin underneath, so the uvs go where the skin texture has nothing. The tutorial Dissia linked above is for these cases. You cannot combine both, it will not work.You asked for the first method in the previous thread and prepared your mesh for it. Those files were ready. The only thing that was left was to bake the textures. in the 3d and 4th blends the uvs look as they should be. Instead, you started doing the second method after the first one, and that makes no sense. We need to see only the package and the blend file you imported in it, nothing else. Both meshgroups are not being imported because this should be done after editing lods entries. There is no point in doing that, though, since the uvs are not where they should be for the second method to work and the first method requires no Simglass and jumping over hoops - open 11 new geom cut.blend; - join both mesgroups, set cut to 0000; - select a few faces on the legs, press Ctrl L to select all of them, P - Selection to separate; - select separated legs, select the area covered by shorts, delete it, join back, save, do not close the blend; - clone underwear, import the blend there, check in-game how the mesh moves and morphs; - if everything is ok, undo the action of joining the legs with the shorts, then bake the texture for the shorts, save the image, do not save or re-import the blend; - edit the opacity of the image, import in s4s
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Post by simdistic on May 6, 2023 17:06:10 GMT -5
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Post by mauvemorn on May 7, 2023 7:07:35 GMT -5
- open 11 new geom cut.blend; - join both mesgroups, set cut to 0000; - select a few faces on the legs, press Ctrl L to select all of them, P - Selection to separate; - select separated legs, select the area covered by shorts, delete it, join back, save, do not close the blend; - clone underwear, import the blend there, check in-game how the mesh moves and morphs; - if everything is ok, undo the action of joining the legs with the shorts, then bake the texture for the shorts, save the image, do not save or re-import the blend; - edit the opacity of the image, import in s4s You missed this step. The shorts and the legs should be joined for the first method
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Post by simdistic on May 8, 2023 11:53:20 GMT -5
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Post by mauvemorn on May 8, 2023 12:32:36 GMT -5
you need to start a new package, not the one you used for the second method. You cannot combine these methods. Clone yfBottom_ShortsFrayStuds and import your blend there
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Post by simdistic on May 18, 2023 16:41:32 GMT -5
Okay... so they garment isn't showing up at all. Ive followed each step and Data transferred the the garments per a pervious tutorial you given before. - open 11 new geom cut.blend; - join both mesgroups, set cut to 0000; - select a few faces on the legs, press Ctrl L to select all of them, P - Selection to separate; - select separated legs, select the area covered by shorts, delete it, join back, save, do not close the blend; - clone underwear, import the blend there, check in-game how the mesh moves and morphs; - select the shorts, select a few faces on the front side of the mesh, press Ctrl L, choose UVs, separate, rename to shorts_front. Do the same with the back patterns, rename to shorts_back;- select shorts_front, add Data transfer modifier, choose reference_front as Source object, choose Nearest face interpolated, enable UVs, choose uv_0 in both, apply. Do the same with short_back and reference_back;- if everything is ok, undo the action of joining the legs with the shorts, then bake the texture for the shorts, save the image, do not save or re-import the blend; - edit the opacity of the image, import in s4s drive.google.com/drive/folders/1GjhG1JNGr56Vt8GylE9CIHWLV07a2xo_?usp=share_link
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Post by mauvemorn on May 19, 2023 6:19:11 GMT -5
11.1 new Geom cut . blend1 is a previously saved file, it's the backup in the format that cannot be imported in S4S. Inside the package there is already a correctly imported file. Its uvs differ from the ones in the back up and are worse, so you should replace it. The texture and material that you are seeing in blender are never imported in s4s. You need to bake the material information to texture and import it manually in s4s. - download 11.1 new Geom cut .blend1 that you shared. - RMB-click on it and choose Rename. Change the extension from .blend1 to .blend; - import this file into the package; - bake the texture and re-import it. If you do not know how to do it, please watch a tutorial on this subject, it does not need to be ts4-related
Bear in mind that the reference you used to transfer uv_1 and weights did not reach the navel, so the black belt area of the short will not morph and move as intended. You should have transferred the data from a swimsuit
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