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Post by otterlysocks on Nov 2, 2023 0:33:14 GMT -5
hi! i am fairly new to making hairs, and i seem to have this issue quite frequiently that when i import my hair, its almost see through? i have had 2 hairs i made succesfully without having any issues, but maybe 3 or 4 other times this has happened and it's stessing me out lol this is the blender file : www.simfileshare.net/download/4264019/but the problem seems to be in sims 4 studio
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Post by BokchoiJo on Nov 2, 2023 4:11:35 GMT -5
Hi, have you tried selecting all faces & recalculate outside. It might be a flipped normal issue or it could be a uv_0 issue where some of the uv are on an empty texture.
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Post by mauvemorn on Nov 2, 2023 10:24:28 GMT -5
Hi. This happens because you flipped the mesh in object mode. You should never transform the mesh in object mode. Other problems, unrelated to this one: - in weight paint mode select the neck bone. See how it is affecting the mesh? it should not be here at all, long hair is rarely affected by it; - select uv_0. Those big triangular uvs are on the braid. They will be visible. Also, the uvs are outside of the uvs space and in the hat area; - hair is vertex painted with multiple colors, not just 007F00. It is best to transfer vertex paint as well
Do this: - clone similar in shape maxis hair, export the blend, append it in the scene with your hair; - delete hat chops, from your hair and appended ones; - rename the appended mesh to Reference, remove doubles on it;
- transfer uv_1, weights, vertex paint from the reference to your hair;
- select the reference, switch to edit mode, select everything with A, Delete - Faces. It is an empty meshgroup now; - exactly in this order: select your hair, shift-select that empty meshgroup, join with ctrl J; - duplicate your hair twice, change cuts
This screenshot is from blender 3.6 but this modifier works the same in 2.7x - Unhide the reference. It must be visible ( eye icon ) and selectable ( cursor icon );
- In Modifiers tab add Data transfer modifier;
- Choose Reference as Source object;
- Enable Vertex data and expand it;
- Enable Vertex groups;
- In Mapping choose Nearest face interpolated;
- Enable and expand Face corner data;
- Enable Colors;
- Shift-click to enable UVs as well;
- In Mapping choose Nearest face interpolated;
- Expand Colors, choose color0 in both Layer selection and layer mapping;
- Expand UVs, choose uv_1 in Layer selection and Layer mapping;
- Apply the modifier.
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