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Post by bunma on May 25, 2024 18:33:13 GMT -5
Hello! I am a veryyyyy big newbie with this mesh/ blender/studio programs and I would like to add this ponytail to an existing hair. I youtubed how to do it, and it *does* work... until you put on any accessories then that's where the issue I have is. It seems any accessory I put on (glasses, rings, necklaces etc) it adds to the ponytail mesh like this: (this is a necklace I used as an example) Also earrings seem to be the same colour as the hair..: This is my setting for the ponytail in blender: And this is them together (I think the final step before I make it into a package file) What it is meant to look like (it looks how I want it in sims 4 studio...) I have all the files, it's just a matter of putting them together and having them work Not really sure who to turn to and ask OTL Any help is much appreciated!
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Post by BokchoiJo on May 25, 2024 22:34:12 GMT -5
Hi, each item in CAS have their own texture space. Currently your ponytail texture is occupying the space meant for the accessory texture that's why when you wear accessory with the ponytail the texture "leaks" into the ponytail or vice versa.
To fix this you need to move the ponytail uv_0 & texture into one of the designated space for the accessory (glasses, necklace, earring, ring) or hat. So, let's say your ponytail is a necklace acc then you move the uv & texture to the necklace texture space.
You can look at this LINK for reference of what texture space each item in CAS occupied.
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Post by bunma on May 26, 2024 4:03:01 GMT -5
Hi, each item in CAS have their own texture space. Currently your ponytail texture is occupying the space meant for the accessory texture that's why when you wear accessory with the ponytail the texture "leaks" into the ponytail or vice versa.
To fix this you need to move the ponytail uv_0 & texture into one of the designated space for the accessory (glasses, necklace, earring, ring) or hat. So, let's say your ponytail is a necklace acc then you move the uv & texture to the necklace texture space.
You can look at this LINK for reference of what texture space each item in CAS occupied. Hmmm I sort-of understand? My mesh template looks like this, so the ponytail mesh is sitting in the acc alot currently (I think?) Just by looking at the template (I put it under this image to compare) I'm not really familar with how to add meshes-- or to be more precise where exactly to put it since the main hair slot is already taken up? I guess thats the bit I don't understand 😅
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Post by bunma on May 26, 2024 4:07:31 GMT -5
Hi, each item in CAS have their own texture space. Currently your ponytail texture is occupying the space meant for the accessory texture that's why when you wear accessory with the ponytail the texture "leaks" into the ponytail or vice versa.
To fix this you need to move the ponytail uv_0 & texture into one of the designated space for the accessory (glasses, necklace, earring, ring) or hat. So, let's say your ponytail is a necklace acc then you move the uv & texture to the necklace texture space.
You can look at this LINK for reference of what texture space each item in CAS occupied. Re-reading your post, so does that mean it could potentually sit in the glasses slot, (since that character doesnt need glasses, it could go there?) Will the mesh need to be resized then? Sorry for the questions! I am slowly learning haha
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Post by bunma on May 26, 2024 4:17:38 GMT -5
I think the template is too big... but I am a bit stuck on how to fix this 😅
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Post by mauvemorn on May 26, 2024 6:51:24 GMT -5
I think the template is too big... but I am a bit stuck on how to fix this 😅 The hairline must be in the face area. clone any recent maxis hair, export a diffuse texture and look at it to get a better idea of how it should be if your character does not need glasses and hats, you can use these areas. Everything else that is in the accessory area should be moved in the free spots in the scalp area. The mesh stays unmodified
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Post by bunma on May 26, 2024 17:02:51 GMT -5
I think the template is too big... but I am a bit stuck on how to fix this 😅 The hairline must be in the face area. clone any recent maxis hair, export a diffuse texture and look at it to get a better idea of how it should be if your character does not need glasses and hats, you can use these areas. Everything else that is in the accessory area should be moved in the free spots in the scalp area. The mesh stays unmodified Im more confused now haha so if the mesh stays unmodified then how would I move the hair around the scalp area down? i thought it was i put the ponytail mesh (cut away from the hair) and place it in the glasses spot? Then go into blender and highlight the ponytail and move it into that location when i upload the mesh file?
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Post by mauvemorn on May 27, 2024 2:13:30 GMT -5
I’d advice to watch a better beginner-oriented tutorial on the subject of frankenmeshing because you’re missing important fundamentals.
The hair texture is a two-dimensional image ( length, width). The hair mesh is a three-dimensional object ( length, width, height). To project a 2d image on a 3d surface, you need to create a 2d representation of an object and align it with an image. Each vertex of an object has coordinates (x, y, z) in 3d space. As a result, each vertex of an object has coordinates (u, v) on a uv map.
To combine two hairstyles: - delete everything but the ponytail from one maxis hair’s MESH (Object A); - delete the ponytail from another hair’s MESH (Object B); - put UVs of the ponytail (Object A) in the space left after deleting the ponytail from object B; - re-make textures to align with new UVs
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Post by bunma on May 27, 2024 4:52:28 GMT -5
:'( Like I previously mentioned in the first post I'm still new and learning, I've watched three so far and managed to remove the ponytail from another hair, it's just this part I am stuck on. I haven't come across a video yet with this part that explains it 😖 I watched these so far... I don't really know what UV's are and don't really understand them yet? OTL I'm trying my best here, I've never used blender before lol 😅 I'm going to use the glasses slot (this screenshot was taken in the hat slot when I was messing around figuring where to put it!) one of the videos on youtube showed they resized this part here in yellow (youtube video 2 above showed it briefly but didn't explain it how it was done) x_x and this is the texture I am working on - I am trying to fit it into the glasses space (is this right? I made it transparent to compare to the template) I put together everything in a Google Drive that I have used and includes both original files, maybe there is something I'm missing? :-[ Everything is labeled, folder 03 is what I have been working on @_@ hopefully everything makes sense x_x
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Post by mauvemorn on May 27, 2024 6:06:46 GMT -5
Can your computer run blender 4.1?
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Post by BokchoiJo on May 27, 2024 9:08:31 GMT -5
Hi, as mauvemorn said uv is a 2D representation of a 3D object. It's like you have a 3d object, you cut one of the sides of the object & then you open/flattened the object into a flat 2d planar object. Why do you need to flattened it? It's so the software knows how to stick the 2D image/texture to your 3d object. Imagine it like the reverse of a papercraft character, you unfold & flattened the character into a flat paper then you draw an image/texture on it. www.behance.net/gallery/33336777/Mario-Luigi-Paper-Jam-Papercraft-Premium
And just to make it clear, you are not moving the 3d object anywhere, what you are moving are the uv in the uv/image editor window.
Now looking at your last image, looks like you're going in the right direction. Don't mess with the original hair uv & texture, it's fine as it is. For the ponytail texture you've put it in the right space, now you need to move the ponytail uv into the same space. You can also maximize the uv & texture placement by rotating it 90o cw or ccw to fill in the glasses texture space. Something like this.
For the detail how to, mauvemorn can explain it better for you since I usually work with other software 😅
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Post by bunma on May 27, 2024 14:57:11 GMT -5
Hi, as mauvemorn said uv is a 2D representation of a 3D object. It's like you have a 3d object, you cut one of the sides of the object & then you open/flattened the object into a flat 2d planar object. Why do you need to flattened it? It's so the software knows how to stick the 2D image/texture to your 3d object. Imagine it like the reverse of a papercraft character, you unfold & flattened the character into a flat paper then you draw an image/texture on it. www.behance.net/gallery/33336777/Mario-Luigi-Paper-Jam-Papercraft-Premium
And just to make it clear, you are not moving the 3d object anywhere, what you are moving are the uv in the uv/image editor window.
Now looking at your last image, looks like you're going in the right direction. Don't mess with the original hair uv & texture, it's fine as it is. For the ponytail texture you've put it in the right space, now you need to move the ponytail uv into the same space. You can also maximize the uv & texture placement by rotating it 90o cw or ccw to fill in the glasses texture space. Something like this.
For the detail how to, mauvemorn can explain it better for you since I usually work with other software 😅 I'm not sure how to rotate it though ^^;
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Post by bunma on May 27, 2024 14:57:25 GMT -5
Can your computer run blender 4.1? Yes it can
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Post by bunma on May 27, 2024 17:26:57 GMT -5
Hi, as mauvemorn said uv is a 2D representation of a 3D object. It's like you have a 3d object, you cut one of the sides of the object & then you open/flattened the object into a flat 2d planar object. Why do you need to flattened it? It's so the software knows how to stick the 2D image/texture to your 3d object. Imagine it like the reverse of a papercraft character, you unfold & flattened the character into a flat paper then you draw an image/texture on it. www.behance.net/gallery/33336777/Mario-Luigi-Paper-Jam-Papercraft-Premium
And just to make it clear, you are not moving the 3d object anywhere, what you are moving are the uv in the uv/image editor window.
Now looking at your last image, looks like you're going in the right direction. Don't mess with the original hair uv & texture, it's fine as it is. For the ponytail texture you've put it in the right space, now you need to move the ponytail uv into the same space. You can also maximize the uv & texture placement by rotating it 90o cw or ccw to fill in the glasses texture space. Something like this.
For the detail how to, mauvemorn can explain it better for you since I usually work with other software 😅 This is exactly what I want to do! I will move the texture for the ponytail sideways in that spot, then go into blender and move the uv..(?) like how you have it there exactly I just am not sure what keys to press to make it side on and resize so it can fit 😅 I get the concept though and how you explained it is really easy to understand! Could you please tell me how you got it to be like your example please? What do I need to press to make it do that?
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Post by o19 on May 27, 2024 18:58:39 GMT -5
I hope I get it right from memory: g=grab, s=scale, a=select all, x=x-only, y=y-only, numpad++ grow selection
Change to edit mode and select the mesh parts you want to move on the UV. Switch to UV and select everything, this should select only the ponytail. Press g x to move the mesh also x, press s y to scale the mesh in y.
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