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Post by hazymoon on Nov 23, 2023 12:21:03 GMT -5
Hi guys, My title is in pure desperation. I am a new CC creator (3 months ish) and I finally constructed a functional mesh! However, I legit can NOT get it to show up in the Sims 4 Studio correctly. I have been trying to fix this since 4 a.m. and it is now 9 a.m. and I am truly in tears lmao. Used Blender 3.6I am using the HQ UV Map and I followed an extensive tutorial on the mapping process. Nothing is overlapping and everything is in the correct place on the map. But when I bake and add the texture to TS4 Studio it is showing the texture so terribly off. The image has that extra piece of fabric sticking out under. I checked the cuts (there's only one) and all match the EA Mesh I am importing to. I have made CC before but this is the first time I have run into this issue. Blender Images Showing No Clipping
Blender File Link: drive.google.com/file/d/167dnWmIMBqYv9uXeB1SwKpxOfecFqvXv/view?usp=sharingThis is a link to the UV MAP: i.ibb.co/L96QHyG/Texture-for-Mesh.pngPlease help.
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Post by mauvemorn on Nov 23, 2023 12:34:09 GMT -5
Hi. We would need to see the package as well, since it contains the texture But i assume that you baked textures with very big margins There are other problems, but lets find out the cause of this one first
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Post by hazymoon on Nov 23, 2023 12:39:02 GMT -5
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Post by mauvemorn on Nov 23, 2023 13:48:17 GMT -5
3 is too little, but thats not the problem. You transformed uvs but did not edit the texture, so now they dont align Other issues: - uv_1 did not transfer, the mesh will not morph; - weights are transferred incorrectly; - uvs are scaled individually, which may lead to difference in texture quality It is best to remake the garment since you'll have to re-adapt it anyway: - open the file with the garment in MD, select all patterns, quadrangulate them. It will look less like crumpled paper; - once done, export the garment as thin and weld; - clone a maxis mesh of similar length or a bit longer. yfTop_TShirtLong will work; - press Shift Ctrl C to open a console, paste studio.exportall . S4S will export all resources that you can study, recreate and replace later, then re-import with studio.importall; - open lod 0, rename the item to Reference; - import your garment; - transfer weights, uv_1 and vertex paint from it. Switch to edit mode, select everything with A, Mesh - Weights - Limit total; How to make an item move and morph by transferring weights, uv_1 and vertex paint
Important note: Blender 3.6.1 and 3.6.2 had different weights-related bugs. Use newer versions.
Transfer weights, uv_1 and vertex paint with Data transfer. The result may not always be perfect, but it is best to solve problems as they come:
- Unhide the reference. It must be visible* ( eye icon ) and selectable* ( cursor icon );
- ignore;
- Select your item, in Data tab rename UV map to uv_0 ( exactly like this ). There's no need in creating uv_1, it will be transferred;
- 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 UVs, choose uv_1 in Layer selection ( don't forget, otherwise uv_0 will be overwritten as well);
- Click on Generate data layers*;
- Apply the modifier.
* Data will not transfer if you will forget to do these steps!!!
| | To check if everything worked out, switch to Data tab again. If you see new vertex groups, uv_1 and color0, everything is most likely ok. However, there are a few more things you need to check and (possibly) do.
If color0 appeared in the list, vertex paint transferred.
To see how weights transferred, switch to Edit mode, select one vertex in the bangs/hairline/chest area. You may encounter 4 situations:
- If no more than 4 vertex groups affect it and the sum of their values equals 1, everything is good;
- If there are many vertex groups with 0.000 values, this is a Blender 3.6.1 bug ( and Blender 2.76 - 2.79 ). You have to fix it by selecting everything with A, then doing Mesh - Weights - Clean with Subset set to All groups;
- If all vertex groups have the same exact value, this is Blender 3.6.2 bug and can be ignored;
- If more than 4 vertex groups affect one vertex, but none has 0.000 value, select everything with A, Mesh - Weights - Limit total. It is best to always do this step for hairstyles with bangs, clothing, necklaces, etc.
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- select the reference. Enable X ray and Sync. Press C, select all areas of the body covered by clothing in 3d view, polish the result in uv editor. Once done, press Esc to leave this selection tool. The more you delete, the more space to put uvs there will be, the less likely the body will clip into the garment; - join the body with the garment; - in uv_0 select uvs of the garment, assign a template, shrink them with S Y 0.5; - put them into the space meant for them. It is best to avoid the bottom right corner because people put everything in there and you end up with CAS full of items that cannot be used together; - assign 0000 cut, save, import into s4s, test in-game; - if everything is fine, bake textures with at least 200 samples and margins set to 7 px
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Post by hazymoon on Nov 23, 2023 17:37:30 GMT -5
You are a life saver! Thank you so much for all of your help!
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