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Post by renren5 on Dec 4, 2023 9:41:57 GMT -5
Hello everyone! New using this forum but I've been lurking for a few days trying to find solutions from old posts. Anyhow, I've been trying to convert an outfit to use in The Sims 4, and I'm not sure what I did wrong since I attempted to follow two tutorials very closely. The sims 4 studio preview of the outfit is correct, nothing weird no transparencies no glitches everything working correctly as far as I know. Issue: When I try it on the game it explodes. link Explosion Another explosionHow it looks in blenderHow it looks in sims studio normallyI tried to also use another base, like a fullbody outfit with short sleeved shirt and pants but that makes the Sims Studio preview look weird?? And well I've grown desperate and I would appreciate help, please. Here are some of the files, I started losing track of them but I believe those are the ones that keep failing. Blender files
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Post by mauvemorn on Dec 4, 2023 11:32:04 GMT -5
Hi. You needed to delete all vertex groups before transferring weights. Also, unrelated to the problem, but the is no proper uv_1 and vertex paint, so the garment wont morph. In uv_0 the uvs are in the space meant for shoes, so there will be conflicts with shoes. You removed too much of the body, so it has to be replaced. - clone ymBody_EF01SwimPanelRuching, export the blend, open, rename the garment to Reference; - append the yukata from fixedyukata.blend, delete all vertex groups from it ( v button under + _ ); - duplicate the reference, rename to Body, remove doubles, delete all areas covered by the garment; - re-arrange uvs of the yukata, rebake textures, delete the original map, rename uv map to uv_0;- transfer vertex groups and uv_1 to the garment from the reference; - in Edit mode select everything with A, Clean with All groups and Limit total; - vertex paint everything with 00FF00; - join the garment with the body, give it 0000 cut, delete the reference - save, import back into ymBody_EF01SwimPanelRuching - select your garment, add data transfer, choose Reference as Source object; - enable Vertex data and Vertex groups, choose Nearest face interpolated; - Enable Vertex corner data and UVs, choose Nearest face interpolated and uv_1; - click on Generate data layers;
- apply; - switch to Edit mode, select everything with A, in Tools expand Weight tools, choose Clean with All groups and Limit total with 4; - switch to Vertex paint mode, choose 00FF00 color, Paint - Set vertex color;
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Post by renren5 on Dec 9, 2023 7:34:10 GMT -5
Hi! Thank you for the quick answer and sorry for my late response. I've been attempting to follow the steps of "re-arrange uvs of the yukata, rebake textures, delete the original map, rename uv map to uv_0"
But I'm very lost on how to proceed, I watched the video several times but I don't know how to apply it to my situation. I just can't grasp the concept and it's the only thing that it's stopping me from proceeding.
The rest of the steps I think are fairly easy and I don't think I'll have any issues but, yeah. Uv maps kicking my ass :(
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Post by mauvemorn on Dec 9, 2023 10:47:31 GMT -5
I'll explain everything gradually then uvs are two dimensional ( length, width ) representation of a three dimensional ( length, width, high ) object. They are used to define how textures are projected on the surface When you move uvs from one area into another, what they project changes, so your goal is to move both uvs ( so that they are in a new location ) and the garment's texture ( so that the garment still displays the right information ) Previously, you have already done it manually. You moved both uvs and textures. Unfortunately, the space is very limited, so you would have to scale down the whole uv layout even more to fit it in that area without conflicting with shoes. This would lead to a dramatic loss of quality ( one pixel can display only one color => less pixels to display an image = worse image quality ) So, to minimize this loss, you'd want to move these uv islands individually instead of the whole thing. Then it would be easier to utilize all available uv space Anyway, if you delete more areas of the body covered by clothing, you will be able to move all uv layout and textures manually to the the torso area, there is enough space there But to clear up how the automatic re-arrangement should be done in your case: 1. Create a new uv map by duplicating an existing one. There should be an original uv map that is displaying an original texture and a second uv map that contains re-arranged uvs; 2. Select the body, Shift-select the garment, select the second uv map, select all uvs with A, assign the template. In the side panel enable Draw other objects with Filter set to All to see the body's uvs; 3. Press S Y 0.5 to brings uvs to the original size; 4. Put them into the space meant for tops and bottoms, making sure to avoid body parts; 5. Create a new uv map with transparent alpha; 6. Re-bake textures; 7. Save the result; 8. Delete the original uv map, rename the remaining one to uv_0
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Post by renren5 on Dec 11, 2023 14:11:52 GMT -5
Hey! I followed the steps plus found a really useful tutorial and it really helped me understand. Now everything works correctly and I was able to mod the outfit without any issues. I owe you my life and you saved my marriage
Thank you so much for taking the time to explain everything too, I really appreciate it ^^
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Post by Fwecka (Lolabellesims) on Dec 12, 2023 1:46:59 GMT -5
Hey! I followed the steps plus found a really useful tutorial and it really helped me understand. Now everything works correctly and I was able to mod the outfit without any issues. I owe you my life and you saved my marriage Thank you so much for taking the time to explain everything too, I really appreciate it ^^ Lol, you complain to your spouse when trying to grasp how Blender works too? Glad I'm not the only one. For the past two days, and I'm talking multiple hours, I've been trying to learn how to render a screenshot in Blender and there has been a lot of tears and frustration and anger on my part. My poor hubby has had to live with this.
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