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Post by smacketeer on Aug 15, 2023 0:42:59 GMT -5
Hey y'all, noob CC creator here. Apologies in advanced if my thread's a little bit of a read, but I just wanna make sure I'm detailed explaining my issue at hand.
I recently decided to pick up an older project from 2021 now that S4S Star is available and is compatible with Blender 3.3 (which I'm way more familiar with than Blender 2.79b). Been trying to convert boots from one of my favorite games into something wearable in TS4, and although there was some initial struggle trying to sort out the UVs and textures, I got things to work out... or at least look good in Blender, anyway.
I tried making sure I fully deleted the base-mesh I had exported at first, tried getting rid of the "uv_1", tried fiddling around with the textures some more, resizing the mesh itself in the affected areas, but I haven't had much luck with anything I've tried. S4S just imports the mesh with the same problem no matter which saved edit/variation I import.
Here's a link to my .blend file if anyone would like to take a look and perhaps give me some pointers to prevent this from happening in the future. I can also share the .package file via PMs upon request.
My S4S version is Star 3.2.1.0, and my Blender version is 3.6.0... though I get the same results when I try doing this with 3.3 as well. Kinda at a loss, so any advice is greatly appreciated!
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Post by smacketeer on Aug 15, 2023 2:27:22 GMT -5
Okay, I think I actually figured out my problem. I'll go ahead and explain how I figured it out in case anyone else comes across my thread and has the same issue.
Use Blender 3.3--3.6 doesn't seem to have the option for cut numbers (not from what I can tell). When you're exporting the base mesh from S4S, choose the one with bare feet; do not export the meshes for shoes unless you're going to edit the mesh for that particular item. Export the barefoot model to Blender, add your custom mesh, ensure you've got the correct cut numbers, and it will appear in S4S with no extra meshes from the old boots/shoes/whatever.
However, since my method involves using a barefoot model, you'll have to tweak the categories to get them to appear in CAS. Make sure you've got them enabled for Everyday, formal, whatever else or they will not show up in CAS!
My mesh now looks as it should. I just have to tweak the textures of the suit that goes along with the outfit and everything will be 100% on my end.
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Post by mauvemorn on Aug 15, 2023 7:33:09 GMT -5
Hi. If you do not have s4studio mesh tools plugin in 3.6, you did not configure s4s correctly or are using an incompatible version Only the most recent s4s beta versions support 3.6. For s4s to add its plugin into blender directory, you need to change blender path in s4s settings to blender.exe in blender 3.6 installation folder. Then you need to open the blend in blender 3.6, assign the cut, check if its there and save it(even if you did not change anything).
Starting a package from tall boots is the correct thing to do, you just need to structure your blend the same way. If you were to clone maxis boots of similar height and export the blend, youd see 3 meshgroups. The mesh is split this way to properly interact with pants and avoid clipping. Youd want your boots to behave the same way ( unless this is the only outfit you'll be using them with)
This is unrelated to the problem at hand, but the boots should have uv_1, otherwise they will not morph properly and legs will poke out
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