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Post by ladyaran on Jan 19, 2024 23:59:57 GMT -5
So several years ago, I'd had help on this very forum converting a Sims 3 male hair to Sims 4. Been playing with it in my game ever since but wanted to try my hand at tweaking it to look a bit better. So a few days ago, I fired up Blender 3.61 and followed Mauvemom's How to Adapt MM Hair to Sims 4 tutorial, and also had a look at the version for alpha hairs, but primarily followed the former. Anyway, I was fine with having no hat chops and LODs 1-3; I just focused on LOD 0. I used the BG "Short Neat" AM hair as a base and got to work. Things were going well, but after importing the edited mesh back into S4S, it was a mess:
For comparison, this is what it looks like in Blender:
In general, I'm happy with the way it looks in Blender; I made sure to reshape/resize it to fit the head better, transferred weights, etc. from the reference. I used the hair textures that were included with the original hair model and while they weren't the best, it's what I had to work with.
If anyone can help me straighten this out, I'd greatly appreciate it. Thank you in advance
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Post by mauvemorn on Jan 20, 2024 5:54:36 GMT -5
Hi. In s4s transparency does not work the same way it does in ts4, so you should just ignore how the hair looks in the preview There are bigger problems: 1. When you click on Generate data layers, it just creates entries, does not actually transfer the data. You need to actually apply the modifier for this to happen. Right now the reference is missing, so nothing will be transferred. Append the reference again and repeat the whole data transfer process, making sure to apply the modifier ( step 14 ); 2. In Blender your material still has the old map, not the modified one. It also has no transparency, so it looks fully opaque. You need to set up the material as explained in the second section here, just use the modified texture instead of the original one; 3. The original hair had 3 meshgroups, yours has one. When you import the blend, only one is replaced while other stay. You're meant to clone ymHair_BuzzCutNatural ( explained in great details here, read the red text first ); 4. Just so that it is clear, theres no point in importing your hair in s4s until it moves, morphs, has re-arranged uv_0 and diffuse, has z-fightng sorted out. Until then, you will only see problems
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Post by ladyaran on Jan 20, 2024 17:08:13 GMT -5
Thank you for the quick reply! I'm still finding my way around Blender, how would I apply the required modifier? After I generated the data and everything, I saw the little wrench icon next to the hair and so I just assumed it took. I'll go back and make those changes
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Post by ladyaran on Jan 21, 2024 2:12:54 GMT -5
OK, so...after spending a couple hours reworking everything, I'm happy to say that the result looks MUCH better than it did when I initially made the thread: Needs a bit more tweaking, but good so far Going to go back and tweak the back of the hair around the base of his neck as well as play with tweaking the top at the front (not the bangs, but the section right behind them) and then once I get that settled, I'll move on to hat chops - I decided to go ahead and do them since he's high ranking military and wears a hat as part of the uniform.
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Post by mauvemorn on Jan 21, 2024 8:01:50 GMT -5
I assume you figured it out, but just in case, in the screenshot, the arrow in step 14 is pointing to the Apply button
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Post by ladyaran on Jan 21, 2024 16:31:27 GMT -5
I assume you figured it out, but just in case, in the screenshot, the arrow in step 14 is pointing to the Apply button Yeah, I managed to figure it out, thanks
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