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Post by hazymoon on Dec 26, 2023 6:27:59 GMT -5
Hi! So I asked a question before and got great help on UV Mapping. I have successfully gotten meshes into The Sims 4 and learned UV_1 mapping and vertex paints + weights. But my brain cannot comprehend UV Mapping. I used cycles rendering after a lot of videos and created a material that was just the fabric from Marvelous Designer. I want the UV map to look exactly how it does in Blender but it looks weird. For this go around I am using Blender 2.79B This is how it looks in blender cycles: But this is what it looks like in The Sims 4 Studio after Baking Is it the lighting? I have watched sooo many videos on cycles rendering and I am losing my mind lol. I also can not figure out how to get this thing to unwrap. It won't work. Could that also be the problem? Blender File I am using to UV MAP: drive.google.com/file/d/1aZAguNafEsZ82Ipk8wnjcOXsAh3ixT9S/view?usp=sharingPackage File: drive.google.com/file/d/1cAFz7veD_vBXKrDRAmCWCbs_9i1LdMNT/view?usp=sharingThank you in advanced!
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Post by mauvemorn on Dec 26, 2023 14:33:53 GMT -5
Hi. "UV mapping" is a process of defining how an image is projected on the surface of an object. "UV map" is a specific way it can be projected, not an image itself. So, this is not UVs related problem. This is related to either material or baking settings, cannot tell what exactly since the file does not look the same way it did when you baked the texture. If you want to bake with cycles, you need to look up a tutorial on this subject ( or follow this ) because it is done differently than in Blender render. If not, delete this material and bake it like thisHow an object looks in MD does not translate to Blender, there is no point in creating materials there Unrelated issues: - uvs created in the square uv space stretch when rectangular textures are applied. You must bring them to their original shape before re-arranging. Select uvs, assign an image to the background, press S Y 0.5, only then move them; - you should not rotate uvs freely, it will worsen the quality of the baked image and make it harder to apply patterns. Rotate them only by 90 degrees; - dresses are vertex painted with two colors, just transfer vertex paint from the reference; For the future: - it is best to not use Remesh in MD, it only makes things worse; - a dress like this does not need to be so high poly. You can just make a low poly version in quads and bake textures to it from a high poly version. This tutorial shows how to do this, you just bake ambient occlusion the same way; - when you create high poly meshes, subdivide an avatar as well; - when you bake textures, there should be a body in the scene and preferably a floor plane, this way the image will have more shadows and look less flat; - you do not need to use that template for uv_1. Once you apply data transfer modifier, it is done
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