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Post by kohoyoketi on May 29, 2023 11:36:59 GMT -5
Hi! I'm having a tough time figuring out how to add transparent sleeves for some meshes. Is this something I should deal with on blender or Photoshop? I'd also like to know how to add custom made PRINTS made by me on the mesh. This includes adding textures, hand drawn designs & gradient colors Thankyou for your patience!
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Post by mauvemorn on May 29, 2023 13:07:58 GMT -5
Hi. How exactly to do all of these things depends on the shape of the mesh, its uvs and the pattern I will show you the most basic approaches. If they won't work, share the files please How to add a pattern: - open the file with your pattern, Edit - Define pattern, Ok; - open your texture, Ctrl Click on the layer thumbnail to select everything, add a new fill layer, choose your pattern in the options, adjust the size, angle, etc; - change the blending mode of the new layer to the one that fits yours needs How to add transparency: Example 1 ( tight sleeves that are unwrapped where the arms are on the body) - open the diffuse texture, select the area you want to have transparency, put it on a new layer ( Layer - New - Layer via cut or Shift Ctrl J); - adjust the opacity of the layer, save Example 2 ( loose sleeves + you have High school years pack ) - the uvs of the sleeves must be put away from where the body is unwrapped. They must have the other side where it is visible. Underneath them must be the arms mesh; - select the sleeves, P - Selection to separate; - select the separated mesh and give it 0000 as the cut number; - clone yfTop_EP12ShirtPoloTransparency, import the blend there; - edit the texture as explained in the Example 1; - if you will replace all textures and meshes in this package, it will require no HSY pack Example 3 ( same as Example 2, but without HSY) - clone yfTop_EF11Sweatshirt, for example, and export the blend. You will see three meshgroups: the shirt itself ( cut 0002 ), one face on the right arm (0001), one face on the left arms(0000). The idea is to replace those faces with the sleeves; - do the first 3 steps from Example 2; - select the sleeves, separate the right sleeve; - give the right sleeve 0001, the left sleeve - 0000, the rest of the garment - 0002; - save, import back into yfTop_EF11Sweatshirt, in the warehouse select the first Geometry in the list, change the shader to Simglass. Do the same with the second geometry - edit the texture;
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Post by kohoyoketi on May 29, 2023 16:08:31 GMT -5
Hi, thank you so much for responding! I'm still figuring out whatever you've explained. Some questions: -Upon separating the sleeves and giving them different cut numbers, how do i make sure the blend file once imported in simsstudio4 doesn't render just ONE mesh since they have been separated? I had a few more questions regarding adding "texture/prints" regarding the shadows of the garments on the sims' bodies: -It seems like leaving the shadowed(dark) body part of the map on the UV MAP causes body parts of the sim to get textured along with the clothes when I leave the dark wrap which is casting a shadow. How do I fix this without deleting the shadow wraps? -I also REALLY need to find a tutorial for the ENTIRE texturing(Where I can draw on the print) workflow in PHOTOSHOP. The only step I have figured out is baking the UV MAP of the mesh. There are tutorials asking me to reverse a lot of things I have already figured out and I really wish to stick to one line of help. Link to all my files for issues above: drive.google.com/drive/folders/1H7-WAP9CJF1alPmu1yzg6gMEZjTdkDZN?usp=share_link
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Post by mauvemorn on May 30, 2023 6:41:55 GMT -5
All meshgroups are not being imported because you cloned the wrong item, something made of 1 meshgroup instead of 3 But there are other issues
See where the uvs of the sleeves are? away from the body's uvs. If you will leave them in the arm area, they will display the skin texture instead of being see-through Under the sleeves must be the mesh of arms
- the uvs of the sleeves must be put away from where the body is unwrapped. Underneath them must be the arms mesh; Pay attention to the red text Example 3 ( same as Example 2, but without HSY) - clone yfTop_EF11Sweatshirt, for example, and export the blend. You will see three meshgroups: the shirt itself ( cut 0002 ), one face on the right arm (0001), one face on the left arms(0000). The idea is to replace those faces with the sleeves; - do the first 3 steps from Example 2; - select the sleeves, separate the right sleeve; - give the right sleeve 0001, the left sleeve - 0000, the rest of the garment - 0002; - save, import back into yfTop_EF11Sweatshirt, in the warehouse select the first Geometry in the list, change the shader to Simglass. Do the same with the second geometry - edit the texture;
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Post by kohoyoketi on Jun 25, 2023 7:26:46 GMT -5
Hello, I'm still unable to figure out for the third query- This is not related to the transparent meshing- How to not leave the dark wraps out on Photoshop, which, when left visible, changes the sim's texture of the skin white. Am I missing something? Or should I make a separate thread for this to avoid confusion?
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Post by mauvemorn on Jun 25, 2023 9:29:28 GMT -5
Share a picture of what it looks like because im not sure i understand correctly
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Post by kohoyoketi on Jun 25, 2023 9:46:45 GMT -5
How do I import a picture here for view like you did without directly without having to send a link?
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Post by mauvemorn on Jun 25, 2023 11:13:52 GMT -5
Upload it on Imgur, RMB-click and choose something like Copy link. Then in the post here choose the picture button (below B) and paste it
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Post by kohoyoketi on Jun 26, 2023 3:54:04 GMT -5
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Post by mauvemorn on Jun 26, 2023 4:08:25 GMT -5
Did you re-import the blend before getting the last result? This is not caused by the texture. Two meshgroups are not imported. Open the blend and make sure all meshgroups are visible and have cuts, then resave and reimport it. If this won’t work, share the blend and the package
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Post by kohoyoketi on Jun 26, 2023 4:50:49 GMT -5
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Post by mauvemorn on Jun 26, 2023 6:23:24 GMT -5
We create new items by duplicating existing ones. This process is called "cloning". When you click on CAS, choose an item in the catalog, click Next, and name it something, you clone it. Each item is structured and tuned to behave in a specific way in-game. You should start a package from the item that already behaves in a way yours should be. Logically, the item that behaves like yours is the one that has similar shape. Every item has a name as well, which you can see by hovering over it in the catalog. If you enter the name in the search bar, you will find it. The item you started a package from has shorter sleeves, so they are not tuned to hide accessories. They are not separated into meshgroups to make it possible. It is not suitable to accomplish what you want. You do not yet understand the basic terminology and aspects of the cc making process, which makes it difficult to understand and follow instructions to make your item work. You should postpone finishing it and follow a more informative beginner-oriented tutorial, while making the same exact garment the author is making to learn what the author wants you to learn without obstacles that you created unbeknownst to self.
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Post by kohoyoketi on Jun 30, 2023 12:46:43 GMT -5
Alright. I'll go over these basics.
However, I would like to come back to this later after I've gone over the step-by-step tutorials.
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