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Post by agsh on Jul 27, 2023 4:31:19 GMT -5
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Post by mauvemorn on Jul 27, 2023 11:36:30 GMT -5
Hi. Two reasons: - i assume that your graphics settings are set to low. When they are, the specular map is not rendered in CAS, so most likely you are not aware that the garment is very bright - you should model in quads. The garment looks like crumpled paper because of tris The buttons you're using arent as high poly as some other ones, you can keep them. Although you can delete these things As for others, just use a low poly primitive ( cylinder, cube) and make it flatter to look like a button, then import in md as a buttonThere are unrelated problems with the garment: - test how the object behaves in game, then bake textures, split it, make lods. Otherwise you may have to re-do all of this; - the collar at the back moves with the arms; - buttons are not attached to the garment; - when you close holes, unwrap them and split the created sharp edge loop; - see how your uv_1 is ripped? Choose references of similar shape with as little sculpted details as possible to avoid it. yfBody_EF14DressParty or something similar would give better results; - there is overlapping geometry in the leg area; - do not scale uv islands individually unless the difference in quality is acceptable. Buttons can be bigger, sleeves should not be smaller than the rest of the coat, the difference in quality and textures will be noticeable; - the normal map is not made correctly somehow. The darkest areas are missing
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Post by agsh on Jul 29, 2023 4:42:35 GMT -5
Hi. Two reasons: - i assume that your graphics settings are set to low. When they are, the specular map is not rendered in CAS, so most likely you are not aware that the garment is very bright - you should model in quads. The garment looks like crumpled paper because of tris The buttons you're using arent as high poly as some other ones, you can keep them. Although you can delete these things As for others, just use a low poly primitive ( cylinder, cube) and make it flatter to look like a button, then import in md as a buttonThere are unrelated problems with the garment: - test how the object behaves in game, then bake textures, split it, make lods. Otherwise you may have to re-do all of this; - the collar at the back moves with the arms; - buttons are not attached to the garment; - when you close holes, unwrap them and split the created sharp edge loop; - see how your uv_1 is ripped? Choose references of similar shape with as little sculpted details as possible to avoid it. yfBody_EF14DressParty or something similar would give better results; - there is overlapping geometry in the leg area; - do not scale uv islands individually unless the difference in quality is acceptable. Buttons can be bigger, sleeves should not be smaller than the rest of the coat, the difference in quality and textures will be noticeable; - the normal map is not made correctly somehow. The darkest areas are missing Thanks for your suggestions! I have replaced the button. Modeled in quads. Close hole, unwarp them and split the created sharp edge loop. Tested objects in game. The tutorial I watched recommend to bake texture first and then transfer weight. Without weight transfer the garment looks a bit weird but the overall of garment looks okay I guess. The problem is, I switched to blender 3.6 since the tutorial of sculping is easier to find. I know how to bake in blender2.7. But the 3.6 version of blender is very different from the 2.7version of blender. I have watched this baking tutorial recommended by staff. But the baking result is bad. The edges of the garment is broken and the texture is a bit weird. I still feel confused after read some threads. Blender: drive.google.com/file/d/1e1ski5xmnS2SEVJ1fTPxSZ7YN3Iimdg4/view?usp=sharing
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Post by mauvemorn on Jul 29, 2023 7:01:34 GMT -5
Well, that was not a logical suggestion. You need to make sure you garment functions (moves and morphs) properly first before baking textures, otherwise you may have to re-do all of your textures. 1). Sometimes the mesh is shaped in a way that it simply cannot work in ts4 (loose sleeves, poncho type of clothing) and the creator has no choice but to re-do the whole mesh, so the baking was for nothing 2). Other times they clone a wrong item and have to restart the package and reimport dozens of textures; 3). Sometimes people do not know they need to bring the uvs back to their original size/ delete the body parts and put uvs there/put uvs in a place that causes conflicts with other cc, so the uvs have to be re-arranged and all textures remade
There is no point in importing the mesh in s4s to test it in-game unless it moves, morphs and displays a diffuse texture (exported uv layout instead of a baked texture). Without one of these thigs you will have a hard time checking the others.
You need to increase samples to at least 1000, reduce light paths to 1, set Margins to at least 7. Bear in mind that baking in cycles takes mush longer because the result is actually realistic, so before you crank up the samples, do a test bake with low ones to see if everything is shaded as it should be, nothing overlaps, etc.
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Post by agsh on Jul 29, 2023 7:57:54 GMT -5
Well, that was not a logical suggestion. You need to make sure you garment functions (moves and morphs) properly first before baking textures, otherwise you may have to re-do all of your textures. 1). Sometimes the mesh is shaped in a way that it simply cannot work in ts4 (loose sleeves, poncho type of clothing) and the creator has no choice but to re-do the whole mesh, so the baking was for nothing 2). Other times they clone a wrong item and have to restart the package and reimport dozens of textures; 3). Sometimes people do not know they need to bring the uvs back to their original size/ delete the body parts and put uvs there/put uvs in a place that causes conflicts with other cc, so the uvs have to be re-arranged and all textures remade There is no point in importing the mesh in s4s to test it in-game unless it moves, morphs and displays a diffuse texture (exported uv layout instead of a baked texture). Without one of these thigs you will have a hard time checking the others. You need to increase samples to at least 1000, reduce light paths to 1, set Margins to at least 7. Bear in mind that baking in cycles takes mush longer because the result is actually realistic, so before you crank up the samples, do a test bake with low ones to see if everything is shaded as it should be, nothing overlaps, etc. Thanks for your reply! Sorry for the short interval from the last consultation. I tried to make the garment functions properly. I seem have read suggestions about: need to remove doubles in blender2.7. But don't need to do that in version after 2.9? Tried to search for threads but failed to find. Don't know whether I remember the suggestions correctly. By the way, is there any tutorial for making cc in blender 3.6? I can watch those tutorials. Sometimes I feel embarrassed to take someone else's time to help me. Sometimes I feel like I need ask for help because my own research would take a lot of time and the result isn't good. Is there some difference between making cc in blender2.7 and blender3.6? I haven't met problems in baking in blender2.7 before. But failed baking in blender3.6. The two versions seem really different.
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Post by mauvemorn on Jul 29, 2023 11:45:16 GMT -5
In older versions vertices would get different values even if they shared the same coordinates, so you had to remove doubles on your garment before or after weights transfer. But i just tested it and they seem to have resolved this issue. Basically, the most practical approach would be: - export the garment from MD as weld; - close holes; - adapt it; - check how the garment behaves in-game; - fix whatever is wrong, if needed; - split sharp edges, re-import the mesh; - bake textures.
If you have questions, do not hesitate to ask. Since we have almost no official information from ts4 developers and 99% of tutorials are made by beginners, learning through mistakes or by asking/googling are the only ways. Well, there is certainly no tutorial for 3.6 because it became supported only recently. I dont really see any ts4-specific clothing making tutorials for blender 2.8+. Fortunately, there isnt really much difference between the two, especially if you are working in the blend file created by s4s ( same layout in both 2.7x and 3+). So if you cant find something, you can just google, say, "remove doubles blender 3" or "why is there no blender render in blender 3" and you will 100% find the answer right away. As for elaborate topics like texture baking, it is best to watch a proper non-ts4 specific tutorial
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Post by agsh on Jul 30, 2023 2:59:37 GMT -5
In older versions vertices would get different values even if they shared the same coordinates, so you had to remove doubles on your garment before or after weights transfer. But i just tested it and they seem to have resolved this issue. Basically, the most practical approach would be: - export the garment from MD as weld; - close holes; - adapt it; - check how the garment behaves in-game; - fix whatever is wrong, if needed; - split sharp edges, re-import the mesh; - bake textures. If you have questions, do not hesitate to ask. Since we have almost no official information from ts4 developers and 99% of tutorials are made by beginners, learning through mistakes or by asking/googling are the only ways. Well, there is certainly no tutorial for 3.6 because it became supported only recently. I dont really see any ts4-specific clothing making tutorials for blender 2.8+. Fortunately, there isnt really much difference between the two, especially if you are working in the blend file created by s4s ( same layout in both 2.7x and 3+). So if you cant find something, you can just google, say, "remove doubles blender 3" or "why is there no blender render in blender 3" and you will 100% find the answer right away. As for elaborate topics like texture baking, it is best to watch a proper non-ts4 specific tutorial Making cc for sims4 is the first time I try to learn modelling. Thanks for your explanations. Helped me a lot. I have transferred weights、vertex color and uv1. split sharp edges. Tested garment in game. The overall garment looks okay. Some weird parts maybe caused by diffuse or I did sth wrong. yfBody_EF14DressParty mauvemorn recommended works really well. I tried three EA's garment to transfer weights before. 1 2 3. Because these three garments and mine have two layers、similar length of sleeves and skirt. But the results of weights transferred aren't prefect. I have spent many time in adjust them myself. I hope I can have a chance to learn the logic of choosing which EA's garment to transfer. Much thanks in advance. Have uploaded blender and package file. Want to make sure that I did everything alright. Then I can go to the next step of making diffuse. I know the collar at the back moves with the arms. But if the collar dont moves with the arms. When the arm swings back and forth they will go through the collar. Dont know whether have better solution to solve this. Blender: drive.google.com/file/d/1fuzr2dvmIqBGo16O9dbWDJDNa6VPiV1e/view?usp=sharingPackage: drive.google.com/file/d/1SeVzAN3pfQd06LRInwq1YcRaOhx7eSxx/view?usp=sharing
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Post by mauvemorn on Jul 30, 2023 11:29:23 GMT -5
Let me elaborate on the subject of references. Here are 3 different types of tops. Even though they belong to different categories of clothing and are shaped differently, they function the same way: - neither goes below the navel or above the neck. They are fully within "upper body" limits; - both have covered breasts that morph as one instead of "individually" ( nude, bras, deep cleavage).
These garments function the same, so you can transfer all the data from the first one ( the least amount of sculpted details) to the other two. Before making your garment, you should find a similar one among maxis items. If there is nothing like what you have in mind, do not make it or modify your idea to fit the existing item. The reason nothing is shaped like your garment is the collar being in the arms' way. If it is not affected by arm bones, the arms will clip. If it is affected by them, it will move with the arms, which is not how it should behave. If you want the garment to function properly, you need to remake this collar to not be in the arms way, then just transfer everything from yfBody_EF14DressParty. If not, you have to compromise. Remove arm bones from that area and ignore the clipping.
Do not import the garment into the package until it is adapted. It must be rigged, vertex painted, have proper uv_0 and uv_1, be joined with the body, have cut 0000, to be imported into the test package made of one meshgroup. Once you're happy with how the garment moves and morphs, you can bake textures, split it, import into the final package made of multiple meshgroups, make lods, etc.
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Post by agsh on Jul 31, 2023 5:48:40 GMT -5
Let me elaborate on the subject of references. Here are 3 different types of tops. Even though they belong to different categories of clothing and are shaped differently, they function the same way: - neither goes below the navel or above the neck. They are fully within "upper body" limits; - both have covered breasts that morph as one instead of "individually" ( nude, bras, deep cleavage).
These garments function the same, so you can transfer all the data from the first one ( the least amount of sculpted details) to the other two. Before making your garment, you should find a similar one among maxis items. If there is nothing like what you have in mind, do not make it or modify your idea to fit the existing item. The reason nothing is shaped like your garment is the collar being in the arms' way. If it is not affected by arm bones, the arms will clip. If it is affected by them, it will move with the arms, which is not how it should behave. If you want the garment to function properly, you need to remake this collar to not be in the arms way, then just transfer everything from yfBody_EF14DressParty. If not, you have to compromise. Remove arm bones from that area and ignore the clipping.
Do not import the garment into the package until it is adapted. It must be rigged, vertex painted, have proper uv_0 and uv_1, be joined with the body, have cut 0000, to be imported into the test package made of one meshgroup. Once you're happy with how the garment moves and morphs, you can bake textures, split it, import into the final package made of multiple meshgroups, make lods, etc.
Thanks for your explanations! I have better understanding in choosing reference now. I have cleared the weights that make the collar follow the arms. Have imported into the one meshgroup package. Now I try to bake textures. I have increased samples to at least 1000, reduced light paths to 1, set Margins to at least 7 as suggested I guess. Not sure whether I misunderstand sth. The texture looks good overall. But there are some places that shouldnt be black are black. The setting of backing are here and here. Have attached the newest blender file in case needed: drive.google.com/file/d/1Q3GE822AUBuybUmTntf5KCVw7O3A0vJD/view?usp=sharing
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Post by mauvemorn on Jul 31, 2023 6:18:56 GMT -5
You need to disable rendering for overlapping body parts(the reference, everything under the rig). It’s this camera icon that controls it
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Post by agsh on Jul 31, 2023 10:46:46 GMT -5
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Post by mauvemorn on Jul 31, 2023 14:05:19 GMT -5
The uvs in uv_0 must be arranged in accordance with this template. The details are baked from high poly mesh ( has all sculpted details) to low poly mesh ( does not have these details, low polycount, already adapted to function in game). In your case "jjy sailor collar dress lowpoly" has higher polycount and is not adapted to function in-game. There is no noticeable difference between your low poly and high poly meshes in terms of wrinkles, seams, folds, and other details. There is no point in baking a normal map. You should make a simple tank top and adapt it to perfection for the sake of learning. Right now you're just creating problems and making this process harder for yourself.
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Post by agsh on Aug 10, 2023 10:16:06 GMT -5
The uvs in uv_0 must be arranged in accordance with this template. The details are baked from high poly mesh ( has all sculpted details) to low poly mesh ( does not have these details, low polycount, already adapted to function in game). In your case "jjy sailor collar dress lowpoly" has higher polycount and is not adapted to function in-game. There is no noticeable difference between your low poly and high poly meshes in terms of wrinkles, seams, folds, and other details. There is no point in baking a normal map. You should make a simple tank top and adapt it to perfection for the sake of learning. Right now you're just creating problems and making this process harder for yourself. Thanks for your reply! I indeed skip steps when learning. Sorry for troubling you to help me because of that. I spent some time trying to make a simple tank and learning substance painter after watched Syboulette's tutorials. I feel maybe for this cc I am working it is not very necessary to create a normal map by using a high poly model. I choose to use PBR material or use normal generator website. Hope my choice is right. I am a bit not sure what output template I should choose when export from substance painter. I saw staff recommend 2D view. I tried this but the result is bad. Syboulettte used PBR metallic roughness (from cache). But my substance painter doesn't have this choice. There is also one little problem in substance painter makes me confused. Every time I try to draw a line only in left part of collar. There will be a line appeared in right part of collar simultaneously Which I don't want. The line exceed left part of collar a bit and looks pretty ugly for me. I tried to figure it out for several days but failed. Hope I didn't ask a stupid question. SPP file in case needed: drive.google.com/file/d/1H029nvot8WtkPe2qaueuODrKHMURgHD-/view?usp=sharingThanks for all the help that staff give me. I hope I can learn and finish my cc well . Also hope I can help to answer questions one day.
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Post by mauvemorn on Aug 10, 2023 10:30:49 GMT -5
Hi. The questions are not stupid, its just that you are less likely to get a response here. Unlike blender, substance painter is not required to make cc. Since baking materials can be done in blender, very few ts4 cc creators use SP. Im not one of them, so cant help with that. In this section we have only a few regulars ( and i dont know if they use it, unlikely), so they most likely cannot answer it either. You can try substance painter themed forums or googling any variations of these questions, just in case you'll find something
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Post by agsh on Aug 13, 2023 10:54:24 GMT -5
Hi. The questions are not stupid, its just that you are less likely to get a response here. Unlike blender, substance painter is not required to make cc. Since baking materials can be done in blender, very few ts4 cc creators use SP. Im not one of them, so cant help with that. In this section we have only a few regulars ( and i dont know if they use it, unlikely), so they most likely cannot answer it either. You can try substance painter themed forums or googling any variations of these questions, just in case you'll find something Thanks for the remind! I have solved the problem. There is one another problem that troubled me. The buttons look distorted. I am not good at adjust weight. I have tried smooth the chest parts but seems can't fix it. There are also some other clipping when testing. But I feel it is a bit difficult to fix them. I guess I didn't do well enough when test weight before texturing cc. Much thanks if there are good ways to fix . If no, I will learn from this mistake when making next cc. I feel my cc looks ok but when compared with other experienced creator's cc. It seems not that good enough. If there are other parts that can make my cc better I am willing to try . Blender: drive.google.com/file/d/1rmQbmYkWw1dZ4XzXeFc7VFt8zNCx_K6M/view?usp=sharingPackage: drive.google.com/file/d/1ECK38-6J1F1s4wX6cO64LFKy8_L4llnS/view?usp=sharing
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