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Post by tierramo on Jan 26, 2024 23:31:04 GMT -5
(not sure how to insert photos but I do have photos of my issue) Hi, I'm working on glass tumblers and once I imported my mesh into sims 4 studio, I get these jagged edges. They also appear in game. I had this problem before on some wine glasses that I created and I followed a tutorial by Peacemaker-IC that fixed the problem and I followed the same tutorial for the glass tumblers and no such luck. I've tried switching up the grouping to see if that worked and no such luck.
Willing to share the blender file if needed because I am not sure how to fix this problem at all.
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Post by mauvemorn on Jan 27, 2024 4:02:35 GMT -5
Hi. You can upload images on imgur and share with us
Did you use Edge split modifiers?
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Post by thegoldenplumbob on Jan 27, 2024 8:58:13 GMT -5
Hi. You can upload images on imgur and share with us Did you use Edge split modifiers? imgur.com/a/POHm0e3no I didn’t. I used the same process as my original glass which was to make the glass shape out of a cylinder, mark the seams, unwrap, do the uv map, get the cut number from another mesh, and import it into sims 4 studio. It seemed to work the first time.
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Post by mauvemorn on Jan 27, 2024 9:37:53 GMT -5
This does look like transparency issue. Share your blend file please
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Post by tierramo on Jan 27, 2024 11:33:43 GMT -5
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Post by mauvemorn on Jan 29, 2024 17:12:23 GMT -5
Is this the file that you imported into the package? It should no be double-sided. Also, it is not split anywhere it should be and is not adapted the way this type of objects are meant to be
Remove doubles, recalculate normals, adapt it, then split the way peacemaker did that - find a similar maxis item, clone it, export the blend. In the scene there will be an object, one or two shadows, possibly more objects ( for glass, for example );
- append/import/make your object, select it, rename uv map to uv_0. This does not happen when you join meshes; - ignore uv_1, objects have the same uv_0 and uv_1 maps;
- in most cases the original object will have one or multiple vertex groups. You need to double-click on it to rename, Ctrl C to copy the name ( usually transformBone ), then create a new vertex group on your mesh, paste the name. If there is only one vertex group, switch to edit mode, select everything with A, and assign the whole mesh to it. This is the part that does not happen when you join meshes; - give the mesh the same cut number;
- you may need to adjust uv_0 if it was not square or rectangular;
- you may also need to vertex paint the mesh if it needs to light up; - you may need to adjust the meshgroups of shadow underneath the object in edit mode; - delete the reference, save
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