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Post by xxxtigger on Jan 14, 2024 15:14:31 GMT -5
Hello, Idk who is willing to help me but I am fed up with meshing! I have tried for almost a year to figure this out on my own with no help. and no one is willing to walk me through he process. Enough about that! Here are my issues... 1. My mesh's break through at the bottom of the legs, no matter what REF I use 2. Mesh's stretch in thumbnails and gallery photos but are fine in CAS 3. Mesh's come out bumpy and do not look good when I texture, even though i add subdivision to the refs 4. Mesh's do not look realistic 5. Shading and shadow issues in Blender 6. Can not check weights in Blender, Dots do not show up to move mesh When I first learned to mesh someone walked me through it on messenger, I had to do this at leas three times before I actually got the routine, then in the last year I have making my mesh's this way and Can not figure out how to change or revise the order in order to correctly mesh. here is the tutorial I followed... HERE 1drv.ms/w/s!Ao4RzIAHKGpJrP1qWws87ufeAx368w?e=HBFPFk Here are some pictures of my mesh issues.... HERE 1drv.ms/f/s!Ao4RzIAHKGpJrP1r3FCecumVYv-wtg?e=EVjTW9 Here is a NEW tutorial that I have recently been following and my issues stay the same HERE (I haven't even made it through z brush or substance painter yet because none of my mesh's are working correctly) If someone could please help me learn how to mesh correctly and tell me how to fix these issues I would be so thankful, at this point I either need to start over and learn a completely new way of meshing or give up on this entirely. It is hard for me to ask for help, I usually try to learn on my own or at my own pace, but I can not figure this out on my own anymore. Things I have tried.. Tried following Blue cravings tutorials Tried using different refs Tried deleting the body mesh and rejoining body at the end Tried clicking F to close mesh's instead of extrude and scale Thank you in advance for any help at all XXXTigger If you want mesh's I have published so you can see my best work here is my link to my Patreon or Curseforge www.patreon.com/user?u=23332734 legacy.curseforge.com/members/xxxtigger/projects
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Post by mauvemorn on Jan 14, 2024 15:36:57 GMT -5
Hi. Please link us to a specific garment’s package and blend file, preferably the one that distorts
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Post by xxxtigger on Jan 17, 2024 1:34:25 GMT -5
Hello, Thank you for your quick response, Here is a link to three folders...https://1drv.ms/f/s!Ao4RzIAHKGpJrP1z0GcTvZFunNgXyQ?e=YrPsU0 1. Dress that stretches in Gallery 2. Dresses that break through at legs 3. Long gown with weight issues
These are my main issues, and without fixing these issues, IDK how to go any further with meshing. Thank you again for all your help.
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Post by mauvemorn on Jan 17, 2024 4:09:38 GMT -5
I'll go through problems found on each item, then walk you through the adaptation process on one. Before i'll do the later, would you want to move to the new blender? or would you rather stay in 2.7x?
XXXTIGGER_CHARLIE BROWN DRESS The cause of the main problem: Unlike a dress you transferred weights from, the lingerie set you started the package from was not affected by skirt bones. They are the ones that distort in ts4. Starting a package from a garment of similar shape, transferring all data from it, adapting it the same way prevents 99% of issues. But to solve this one, you need to start a package from a different item ( paste "DressPanels" in the search bar in the catalog ) Other issues, unrelated to this one: - maxis's most complex items almost never go past 10k tris. The polycount of your item is 3 times higher and half of it comes from the bow. There is a point in making wireframe denser when there is something worth preserving ( wrinkles, folds, smoothness of hems, etc ). The bow does not have that, you wont even be looking at it up close, so theres no point in it being this high poly. You can just export it as thin from MD and add the other side in blender; - the garment is vertex painted with a random color, so it morphs in a random way. Dresses are painted with two: 3FFF00 for the skirt area, 00FF00 for the rest. You must have sampled the color in-between these two. Anyway, it is always easier to just transfer vertex paint; - when closing holes, extrude and collapse them, it will reduce the polycount of created geometry in half; - One pixel can display only one color. The more pixels the image contains, the better the texture quality. So, bigger uvs = more pixels = better quality. After deleting all areas of the body covered by clothing, you should put the garment's uvs in the freed space.
XXXTIGGER_BLACK DRESS The cause of the main problem: If you were to open uv_1 and zoom out in the uv editor, you'd see that some uvs are in random places Other issues, unrelated to this one ( same as in the previous example ): - dress imported into a lingerie package; - uvs in uv_0 are too small; - best to remove more body covered by clothing to have more space to put uvs in; - vertex painted with the wrong color.
DRAPPED DRESS The cause of the main problem: The choice of the reference. You need to transfer weights, uv_1 and vertex paint from a floor length dress that has no shoes. Once you open a reference, you will see at least 4 meshgroups. The bottom ones will be affected by foot and toe bones. This is one of those situation where you have to split your dress in multiple meshgroups the same way in the end, otherwise the bone limit will be exceeded and the mesh will distort on the highest settings in cas or in live mode when you zoom out Other issues: - polycount is high enough to crash the game for many people; - long dress imported in a lingerie package; - bad uv_1 because of unsuitable reference; - not vertex painted with right colors
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Post by xxxtigger on Jan 22, 2024 17:18:34 GMT -5
Wow! I am sorry for taking so long to get back to you, I have been sick with Influenza A, But anyway, Thank you sooo much! I was taught by someone to use the lingerie as the mesh, all my mesh's are created from those, There is no Naked full body, so that is what i was told to use, so that is probably my biggest issue right there! I would loooove to learn to mesh in the newest blender but I have not found any tutorials on how to do it, I have heard you can do all your texturing in the new blender and that would be freaking amazing! as I am a Blender Scene creator and work with the higher blender more often. If you know of a good tutorial I can follow to learn to do from scratch a Full body mesh, Because my end goal is to make dresses like MSSIMS and Mably Store, but I can't even learn to do a simple short dress let along a long one. All your help is so greatly appreciated! But half of what you are talking about I have no idea 😂😂. The vertex paint color should be 00ff00 right? or is that color wrong? I understand the uv mapping issues, I will try harder to make my mesh's bigger but I get scared they are to close or over lap, I have seen creators who can make there UV map so perfect and square, I want to learn to do that.
I will wait a few days to hear back from you before I begin a new project, And thank you so much for all your help, at least now I know it is not just me, that I am doing it wrong, and I can learn!
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Post by xxxtigger on Jan 22, 2024 17:25:28 GMT -5
one last thing, you said to start with dresspanels, i see that dress in the S4S, but wont that have pieces of the body missing? especially on shorter dresses? how do I add a new body mesh without faces missing of the body where there is no body underneath the dress, because EA has deleted the faces. I hope that makes sense...
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Post by xxxtigger on Jan 23, 2024 5:09:29 GMT -5
Hello again, So I have been working on this project that is new, I tried a couple new things that you advised, I am gonna have to scrap most of my clothing now that I know that the lingerie is not my "NUDE", but I tried using the Dresspanel dress like you said for this one, 1. The thumbnail is still showing Stretching issues 2. I am still having weight issues I think with the bottom of the gown ((Can you tell me is there a knack to weights? I for some reason either do not know how to do weights correctly or do not understand them. Very few of my mesh's do not have some kind of weight issue one way or the other.)) 3. The feet are showing through the bottom of the dress (( is there some way to remove the feet? I know I have seen other creators long dresses that are this long and there feet do not break through. A Dress this long you would not even see the shoes))
here is a folder with pictures of issues and my project blend file, and package file. Let's try to work on this project together and figure it's issues out, at least that way I am working towards one goal, and moving in the direction I want to go, if you do not mind helping me that is... oh and I know there are a couple little faces missing under the right arm, I will have to rejoin my body again and redo that part.
here is the link...https://1drv.ms/f/s!Ao4RzIAHKGpJrP4kWEQvMmplw3smDw?e=ruE006
another question, you had mentioned using the newer blender and I would really like to try that, can you tell me exactly what blender to use, "The Newest one"? I think I tried it back a few months ago but Sims 4 Studio would not recognize it as my Blender in settings so I went back to blender 2.7.8 or 2.9 I am still using 2.7 for weights, is this incorrect? Can I use the new blender for weights as well?
ok so enough questions, lol thank you for all your help and hope you have a wonderful day!
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Post by mauvemorn on Jan 23, 2024 7:45:07 GMT -5
Hi. I wanted to wait until I make a video, but you misunderstood something crucial about that lingerie set comment and it’s getting you in more troubles. By « reference » we mean an item that behaves (moves, morphs) in a way your item should be, meaning we can transfer all data responsible for this behavior from it to your garment. « Reference » is not a nude body underneath your garment. It can serve as such (if the shape allows), but it does not have to. There is no difference between a nude body and a lingerie set, they are shaped the same exact way and behave the same. There is, hovever, a dramatic difference in how nude legs and a skirt move and morph. When a skirt receives data from legs, it behaves like legs, not a skirt. Like, there is a sharp difference in movement between the right and the left side of the skirt, and it is affected by calf and thigh morphs.
the latest stable supported version is 3.6. you do not need and never needed to use 2.7 for weight transfer, people simply do not bother googling how to use tools before teaching other how to do that
I’ll get back to you in a few hours
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Post by mauvemorn on Jan 24, 2024 18:17:59 GMT -5
Sorry for the wait - make sure you have the latest beta version of s4s, download blender 3.6.7 ( dont use 3.6.1, its bugged, not blender 4 either ), change blender path; - download this mesh and this video. Please follow it on the provided example first to not create yourself obstacles. This is a start-to-finish process, you do not need to do any extra steps ( like use 2.7, vertex paint manually, etc ). I used photopea for image editing but you can use photoshop if you have it; - once you get the basic idea, you can look up tutorials on baking realistic materials; - you should also look up how to bake textures from high poly meshes to low poly. Heres an example for an old blender but there are plenty of them for the new one. This is what makes the garment look and behave good; - when creating in marvelous designer, remember that you're making a gaming assets. It needs to be rendered fast, it needs to move and morph. Make low poly clothing that is not loose in the armpit area. If there is nothing like what you have in mind among maxis items, dont make it, theres always a reason for it ( ponchos, capes, sleeves over fingers, etc)
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Post by Fwecka (Lolabellesims) on Jan 25, 2024 10:58:24 GMT -5
Wow! I am sorry for taking so long to get back to you, I have been sick with Influenza A, But anyway, Thank you sooo much! I was taught by someone to use the lingerie as the mesh, all my mesh's are created from those, There is no Naked full body, so that is what i was told to use, so that is probably my biggest issue right there! I would loooove to learn to mesh in the newest blender but I have not found any tutorials on how to do it, I have heard you can do all your texturing in the new blender and that would be freaking amazing! as I am a Blender Scene creator and work with the higher blender more often. If you know of a good tutorial I can follow to learn to do from scratch a Full body mesh, Because my end goal is to make dresses like MSSIMS and Mably Store, but I can't even learn to do a simple short dress let along a long one. All your help is so greatly appreciated! But half of what you are talking about I have no idea 😂😂. The vertex paint color should be 00ff00 right? or is that color wrong? I understand the uv mapping issues, I will try harder to make my mesh's bigger but I get scared they are to close or over lap, I have seen creators who can make there UV map so perfect and square, I want to learn to do that. I will wait a few days to hear back from you before I begin a new project, And thank you so much for all your help, at least now I know it is not just me, that I am doing it wrong, and I can learn! Maybe I can clear up a couple of things. --Regarding the need to split the dress into multiple mesh groups because of the number of bones what Mauvemorn means is that no mesh group can have more than 60 bones assigned to it. If a mesh group has more than 60 bones then that mesh group will need to be split. Use a similar EA item as your reference and split your mesh in the same places as the reference mesh. --Your mesh stretching in CAS and in the thumbnail is 100% a problem with weights. Anytime you see part of your mesh shooting into space like that it's weights. It's always weights. --Regarding closing holes, select the edge of the hole, E to extrude into the center then merge the vertices into one vertex in the middle. If you're using a version of Blender above 2.80 the keyboard shortcut would be either Alt + M or just M and then "at center." --Vertex paint and the uv_1 are needed so that your mesh will respond to the sliders in CAS. --You should ABSOLUTELY delete body parts that are hidden under your mesh. If you don't do this the body may clip into your mesh during animation. And body parts hidden by your mesh increases the polycount and serves no purpose whatsoever. --Deleting the body parts frees up space on the CAS map which lets you create larger UV islands. --If you want/need square UV islands you can select edges of your UV islands, right click and choose Straighten X, or Straighten Y, or Align X, or Align Y. --After straightening edges select the edges and press P to pin those vertices. Then U to unwrap. It will sort of rearrange all of the inside vertices so that your texture won't look weird or stretched. Alt + P to unpin. --I'm currently using Blender 3.3 and it works well for me. You can transfer weights, uv_1, and vertex paint in newer versions of Blender. --Regarding "dots" not showing up. I'm assuming it's the rig you want? Make sure the rig isn't hidden. There's a little eye next to "rig" that needs to be checked. --Not sure what you mean by your meshes looking bumpy. I can tell you that the topology isn't good and will need to be retopologized. You can do this easily in Marvelous Designer. --Here's what I do to retopologize in MD: After retopologizing I subdivide the retopologized pattern pieces in MD. The reason I do this is that you will lose all your sew lines after retopologizing and will need to resew the pattern pieces. Then you'll need to simulate again. The problem is that once you retopologize the pattern pieces the mesh will be very low poly and won't simulate well. But, if you subdivide your retopologized pattern pieces before simulating you get a better result. --Export your retopologized mesh and take it into blender. Then select any unnecessary edge loops and press X > dissolve edges. --At the very least model in quads in Marvelous Designer. The seams will be messy but it's better then modeling in tris. --Not sure what you mean by shading and shadow problems but it is important to split edges in certain places. Here's an example of what you see when you don't split edges (using the edge split modifier). This is for Blender 2.78 but the concept is the same. --
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Post by Fwecka (Lolabellesims) on Jan 25, 2024 11:03:41 GMT -5
Hello again, So I have been working on this project that is new, I tried a couple new things that you advised, I am gonna have to scrap most of my clothing now that I know that the lingerie is not my "NUDE", but I tried using the Dresspanel dress like you said for this one, 1. The thumbnail is still showing Stretching issues 2. I am still having weight issues I think with the bottom of the gown ((Can you tell me is there a knack to weights? I for some reason either do not know how to do weights correctly or do not understand them. Very few of my mesh's do not have some kind of weight issue one way or the other.)) 3. The feet are showing through the bottom of the dress (( is there some way to remove the feet? I know I have seen other creators long dresses that are this long and there feet do not break through. A Dress this long you would not even see the shoes)) here is a folder with pictures of issues and my project blend file, and package file. Let's try to work on this project together and figure it's issues out, at least that way I am working towards one goal, and moving in the direction I want to go, if you do not mind helping me that is... oh and I know there are a couple little faces missing under the right arm, I will have to rejoin my body again and redo that part. here is the link...https://1drv.ms/f/s!Ao4RzIAHKGpJrP4kWEQvMmplw3smDw?e=ruE006 another question, you had mentioned using the newer blender and I would really like to try that, can you tell me exactly what blender to use, "The Newest one"? I think I tried it back a few months ago but Sims 4 Studio would not recognize it as my Blender in settings so I went back to blender 2.7.8 or 2.9 I am still using 2.7 for weights, is this incorrect? Can I use the new blender for weights as well? ok so enough questions, lol thank you for all your help and hope you have a wonderful day! I forgot to add that you should remove the thumbnail in your package file. That way, if you fixed the weights, the game will generate a new thumbnail and that will look normal. It's best to make a custom thumbnail, however.
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Post by xxxtigger on Jan 28, 2024 12:11:41 GMT -5
HELLO, Mauvemorn, I have read your message, and downloaded the tutorial, files, and links, I started this project with the new Blender 3.6.7, "Learning a new way to mesh" It was very hard with no sound and took me all day to go through the first 5 mins of the tutorial but I muddled my way through with a few hick-ups. first, I was not able to import your dress, because it is some kind of file I do not recognize, so I imported my dress, I made from MD as a OBJ, using the same reference dress you have in the video, it is a little shorter but I think it still works, 2nd, my dress has bows on it, and since you have not covered weights or vertex paint up to the point of testing your mesh in the video at 5:37 my bows are all wonky, am i missing something? can you look at this and tell me, if I am missing something? I deleted the bows, and tried to test again, without them this time, but there are still holes, it does seem to morph with the body better, so I think I understand that part now. I have to say I love using the new blender! Thank you so much for all your help, Closing holes, and navigation is much easier for me.
If you can take a peek at both the 2nd try and the without bows folders, tell me if I am going in the right direction before I go any further? I just do not want to have to learn over or backtrack , and I am trying to teach my team at the same time.
here a=is a link to those folders, and some pics of my problems I now face
2nd tryhttps://1drv.ms/f/s!Ao4RzIAHKGpJrP5ScHOI0EdND4a5GQ?e=QzbwS2 without bowshttps://1drv.ms/f/s!Ao4RzIAHKGpJrP5RpeD2GdX3NI4puA?e=46KIte IMAGES OF HOLES, WONKY BOWS, AND CLIPPING....https://1drv.ms/f/s!Ao4RzIAHKGpJrP5l5vX7ZHHuPRVtEw?e=0pTHY9
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Post by simmiller on Jan 28, 2024 12:55:12 GMT -5
Following. This is all excellent information!
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Post by mauvemorn on Jan 28, 2024 13:24:25 GMT -5
The dress comes in .obj and downloads in the same format for me, so its either your browser or google drive that are causing problems. Try this oneWell, I guess now you understand why i asked to follow on the same example and study Maxis catalog before making your own garments. There are three reason for distortions: 1. You missed the Mapping. It should always be set to Nearest face interpolated. Steps 7 and 11 2. The more vertices the mesh has, the more it distorts, which is why i told you to watch the polycount. Yours is high enough to crash the game for most people, with the bow alone accounting for most of it; 3. To not clip into the dress, the bow must behave exactly like the area of the dress it covers, which is accomplished with data transfer. If you were to try to adjust rigging/uv_1/vertex paint manually on it, it would most likely lead to clipping because of differences. This is why no maxis dress has any sculpted detail like this in the breast area. If you cannot find anything like what you have in mind among maxis items, take it as a divine sign to not do this
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Post by xxxtigger on Jan 29, 2024 12:10:06 GMT -5
OK, I will try again with the new dress. Thank you
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