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Post by sacha6222 on Apr 7, 2024 15:34:23 GMT -5
Hello ! i've got into modding really recently ! so i'm quite a newbies, however, I've been using blender for years now, and here's my issues; imgur.com/a/PjGelNxBut honestly I'm a bit lost here. but thats what make sense to me, this is also noticable in game, wondering is anyone had this issues before and how to fix it, maybe? there's a part of the mesh that is darker when shaded, (this doesnt happen in flat texture.) (Ps; there's no flipped normals.) imgur.com/a/vHLw2jl
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Post by sacha6222 on Apr 7, 2024 16:25:51 GMT -5
Ah, I might know now. I think this is an UV issues, i'll try to fix it and come back to give my result. Basically need to project it on the face edit the top part of the UV and rebake diffuse.
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Post by mauvemorn on Apr 8, 2024 4:15:40 GMT -5
Hi. Yes, the uvs of the hairline need to be flipped as well because the right side of the skin differs from the left. Heres the whole process How to flip hair for The Sims 4:
- In S4S main menu, choose Create CAS standalone, click CAS, find the right hair, Shift-click on it to select all swatches, click Next, name it Hair, save somewhere;
- Press Shift-Ctrl-C to open a console, paste studio.exportall. This prompts S4S to create a folder named HairResources in the same location as the package and export all resources in it;
- Open LOD 0 blend file. In the outliner select the base shape, Shift-click on others to select all 3, switch to Edit mode;
- In 3d view select everything with A, change the pivot to 3d cursor, Mesh - Mirror - X global;
- With everything still selected, Mesh - Normals - Flip;
- Enable X ray, press B, select one vertex in the middle of the geometry that covers the hole in the hairline. If you accidentally select something else in the back, deselect it. Press Ctrl L to select this whole geometry. Press Ctrl I to invert the selection. Mesh - Merge - By distance;
- In UV Editor select everything with A, choose DiffuseMap in the drop down;
- Switch pivot to 2d cursor, change Location X to 512;
- Switch to Face select, press B and select everything in the hairline area, UV - Mirror - X axis;
- Select each s4studio_mesh_, switch from uv_0 to uv_1;
- Select all 3 again, in UV editor change Location X to 0 again. Select everything, UV - Mirror - X axis;
- Select the base shape. You should rename existing vertex groups instead of transferring them from something else, otherwise weights will be messed up along the hairline. In the search bar type in R_ . This will show you all bones from the right side that you need to rename. So double-click on one, change R to L, continue until no bones are left in the list;
- Change R_ to L_. Bones that are named like b__L_Clavicle__ you rename to b__R_Clavicle__. Bones that are named like b__L_Clavicle__.001 you rename to b__L_Clavicle__ . Be careful to not accidentally remove something else, the names matter;
- Select both hat chops, add Data transfer modifier, choose Base shape as Source object, enable Vertex data, then Vertex groups. Choose Nearest face interpolated. Click on Apply button and choose Copy to selected first, then apply. Apply it to another hat chop as well;
- If working in Blender 2.76 - 2.79, 3.6.1 with all meshgroups selected, switch to Edit mode, select everything, Mesh - Weights - Clean, with Subset set to All groups;
- Regardless of your version, with all meshgroups selected, switch to Edit mode, select everything, Mesh - Weights - Limit total;
- Save the file. Then add Decimate modifier to all 3 meshgroups, reduce factor, replace LOD1. Reduce some more, replace LOD2 and LOD3;
- Go to Photopea, open Swatch_1_Diffuse_1, rename the layer from Background to Swatch_1_Diffuse_1;
- File - Open and place, select all other Swatch_x_Diffuse_1 and Shared_Shadow_1, place them. Specular and normal files are of different sizes, so edit them later individually;
- Select all of them in the list with Shift, RMB-click and choose Rasterize;
- In the top panel go to Windows, enable Actions, open that window, create a new action, press Record;
- Choose Rectangular select, select the head area from one side to the side, Edit - Transform - Flip horizontally, click somewhere to deselect, stop recording;
- Select free transform and delete it in the list ( this seems like a bug with Photopea );
- Select the next swatch in the list, click on Apply button. It should flip automatically. Do this to all other layers;
- File - Export layers, disable "only layers blabla" and " trim transparent parts", export;
- Open Shared_Specular_1, select the head area, flip, File- Export - PNG. Do the same with the specular mask and normal map;
- Move all of these downloaded files into HairResources, replace all existing ones;
- Open the package with the hair, open console, studio.importall
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Post by sacha6222 on Apr 8, 2024 19:15:36 GMT -5
Thank you so much for this reply, this is very helpfull to know !, I ended up fixing my issues, a bit differently, i'm sure this would work too. it's quite a complex process but i've noticed that most of EA's Uv_0 Uv maps for hair, for the hairline was pretty much stuck on the head's placement. i've been wondering how to correctly place the uv_0 on part where it should be sticked to the head, I made a new UV map and remade the Uv (for Uv_0) properly using a similar method for Uv_1, by projecting it by nearest interpolated faces, then with the top part of my hair mesh, I placed it it the hair section for Cas Item (top left corner) then I just had to bake the new diffuse map using the old UV to the new one on a new image (can be baked in cycles, using blender) The the Uv was perfectly ajusted in relation with the hair, and once loaded into the game it worked ! But using this method would flip the Uv correctly too Hi. Yes, the uvs of the hairline need to be flipped as well because the right side of the skin differs from the left. Heres the whole process How to flip hair for The Sims 4:
- In S4S main menu, choose Create CAS standalone, click CAS, find the right hair, Shift-click on it to select all swatches, click Next, name it Hair, save somewhere;
- Press Shift-Ctrl-C to open a console, paste studio.exportall. This prompts S4S to create a folder named HairResources in the same location as the package and export all resources in it;
- Open LOD 0 blend file. In the outliner select the base shape, Shift-click on others to select all 3, switch to Edit mode;
- In 3d view select everything with A, change the pivot to 3d cursor, Mesh - Mirror - X global;
- With everything still selected, Mesh - Normals - Flip;
- Enable X ray, press B, select one vertex in the middle of the geometry that covers the hole in the hairline. If you accidentally select something else in the back, deselect it. Press Ctrl L to select this whole geometry. Press Ctrl I to invert the selection. Mesh - Merge - By distance;
- In UV Editor select everything with A, choose DiffuseMap in the drop down;
- Switch pivot to 2d cursor, change Location X to 512;
- Switch to Face select, press B and select everything in the hairline area, UV - Mirror - X axis;
- Select each s4studio_mesh_, switch from uv_0 to uv_1;
- Select all 3 again, in UV editor change Location X to 0 again. Select everything, UV - Mirror - X axis;
- Select the base shape. You should rename existing vertex groups instead of transferring them from something else, otherwise weights will be messed up along the hairline. In the search bar type in R_ . This will show you all bones from the right side that you need to rename. So double-click on one, change R to L, continue until no bones are left in the list;
- Change R_ to L_. Bones that are named like b__L_Clavicle__ you rename to b__R_Clavicle__. Bones that are named like b__L_Clavicle__.001 you rename to b__L_Clavicle__ . Be careful to not accidentally remove something else, the names matter;
- Select both hat chops, add Data transfer modifier, choose Base shape as Source object, enable Vertex data, then Vertex groups. Choose Nearest face interpolated. Click on Apply button and choose Copy to selected first, then apply. Apply it to another hat chop as well;
- If working in Blender 2.76 - 2.79, 3.6.1 with all meshgroups selected, switch to Edit mode, select everything, Mesh - Weights - Clean, with Subset set to All groups;
- Regardless of your version, with all meshgroups selected, switch to Edit mode, select everything, Mesh - Weights - Limit total;
- Save the file. Then add Decimate modifier to all 3 meshgroups, reduce factor, replace LOD1. Reduce some more, replace LOD2 and LOD3;
- Go to Photopea, open Swatch_1_Diffuse_1, rename the layer from Background to Swatch_1_Diffuse_1;
- File - Open and place, select all other Swatch_x_Diffuse_1 and Shared_Shadow_1, place them. Specular and normal files are of different sizes, so edit them later individually;
- Select all of them in the list with Shift, RMB-click and choose Rasterize;
- In the top panel go to Windows, enable Actions, open that window, create a new action, press Record;
- Choose Rectangular select, select the head area from one side to the side, Edit - Transform - Flip horizontally, click somewhere to deselect, stop recording;
- Select free transform and delete it in the list ( this seems like a bug with Photopea );
- Select the next swatch in the list, click on Apply button. It should flip automatically. Do this to all other layers;
- File - Export layers, disable "only layers blabla" and " trim transparent parts", export;
- Open Shared_Specular_1, select the head area, flip, File- Export - PNG. Do the same with the specular mask and normal map;
- Move all of these downloaded files into HairResources, replace all existing ones;
- Open the package with the hair, open console, studio.importall
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