krayedon
New Member
cc creation is harder than it looks
Posts: 6
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Post by krayedon on Jul 2, 2024 21:41:58 GMT -5
Hello, everyone!
New creator here. I've finished the meshing part of creating a custom CAS hair, though I'm not sure how to proceed. I want to make a texture for the hair. How would I go about doing that? Do I need to do some UV unwrapping? Do I have to use the same dimensions as the original EA image, or can I create an entirely new file? Also, if anyone has any tips on how to fix overlapping polygons in a finished mesh, that would be greatly appreciated.
I'd add pictures, but I can't figure out how to embed them here...
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Post by mauvemorn on Jul 3, 2024 2:28:51 GMT -5
Hi. How did you make the mesh? With curves? If yes, you can enable an option to uv unwrap them before converting. Then you put uvs in the space meant for hair. sims4studio.com/thread/32948/templates-all-species-life-stagesYou need to watch a video on the subject of making hair for ts4 specifically, because there are many things to do in a specific way.
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krayedon
New Member
cc creation is harder than it looks
Posts: 6
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Post by krayedon on Jul 3, 2024 12:37:30 GMT -5
Hi. How did you make the mesh? With curves? If yes, you can enable an option to uv unwrap them before converting. Then you put uvs in the space meant for hair. sims4studio.com/thread/32948/templates-all-species-life-stagesYou need to watch a video on the subject of making hair for ts4 specifically, because there are many things to do in a specific way. Yes, I did make them using curves, but I already converted it to a single mesh, so I think I may have screwed up the UV unwrap process...but I know of some tutorials that will help me with that. The other thing I'm wondering is, do the hair UVs have to line up the same way with every mesh? Like, I know there's a hair area on the templates you provided, however...is there a specific way I need to orient the mesh onto the uv map/texture? For example; sideways, diagonal, etc.
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Post by mauvemorn on Jul 3, 2024 13:10:05 GMT -5
There is .blend1 file in the same folder, this is a previously saved version of your main blend. Move it elsewhere, edit the name, removing 1 from blend1. Then open it to see if you still have your curves. Otherwise unwrapping and straightening them will take forever.
No, you align uvs with a texture of your choice. If it’s a maxis match hair, you find a maxis hair with the hair texture you like and use its textures.
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krayedon
New Member
cc creation is harder than it looks
Posts: 6
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Post by krayedon on Jul 3, 2024 15:10:17 GMT -5
There is .blend1 file in the same folder, this is a previously saved version of your main blend. Move it elsewhere, edit the name, removing 1 from blend1. Then open it to see if you still have your curves. Otherwise unwrapping and straightening them will take forever. No, you align uvs with a texture of your choice. If it’s a maxis match hair, you find a maxis hair with the hair texture you like and use its textures. I did as you said, opened the blend1 file and found that the curves are already converted in that save. I guess I'll have to either remake the hair or go through with the UV mapping on the finished mesh. When I create a new texture, if I'm understanding correctly, I don't have to use the same dimensions as the original EA/Maxis file, right? Or am I mistaken?
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Post by mauvemorn on Jul 3, 2024 15:23:08 GMT -5
You do it like this: - mark seams on every strand. Imagine there is the front and the back side of each strand. Just Alt click on a edge loop on the side (between fron and back) of the strand on each strand, then mark them; - unwrap them all; - straighten them using Follow active quad. This has to be done to every strand and takes forever to do, there may be some addons that speeds up this process; - select all uvs and assign a maxis texture; - once you do this, uvs will stretch vertically. You need to bring them back to original size. With everything selected, press S Y 0.5 . This will shrink them in half vertically; - then start aligning uvs with the texture.
If you generated uvs for curves, you could skip the first three steps
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krayedon
New Member
cc creation is harder than it looks
Posts: 6
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Post by krayedon on Jul 7, 2024 14:52:59 GMT -5
Alright, I've been working on the UVs for the individual strands little by little. It's a bit time consuming for sure, though I don't mind as long as I get it to look halfway decent. The issue I'm running into now is what type of material to use in blender so the transparency shows up.
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Post by mauvemorn on Jul 7, 2024 15:22:41 GMT -5
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krayedon
New Member
cc creation is harder than it looks
Posts: 6
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Post by krayedon on Jul 7, 2024 22:03:08 GMT -5
Thank you, I will look into those now. Is it alright if I use this same thread for my related questions, instead of creating an entirely new one?
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