Cam
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Post by Cam 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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Cam
New Member
Looking for 3D artists - see most recent thread!
Posts: 8
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Post by Cam 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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Cam
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Looking for 3D artists - see most recent thread!
Posts: 8
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Post by Cam 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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Cam
New Member
Looking for 3D artists - see most recent thread!
Posts: 8
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Post by Cam 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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Cam
New Member
Looking for 3D artists - see most recent thread!
Posts: 8
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Post by Cam 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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Cam
New Member
Looking for 3D artists - see most recent thread!
Posts: 8
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Post by Cam on Nov 19, 2024 21:44:02 GMT -5
Hi, I need some help again. A few questions. If I want to make sure my hair is able to be used by child thru adult sims, do I need to start with a specific life stage? I was thinking maybe I should start meshing the one for kids and then just edit it from there, but I'm really not sure. Second question, what is the difference between CAS Standalone and 3D Mesh? I'm assuming the latter just clones an existing EA mesh, but would that be the correct choice if I want to make a completely custom hair?
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Post by mauvemorn on Nov 20, 2024 3:20:36 GMT -5
Hi, I need some help again. A few questions. If I want to make sure my hair is able to be used by child thru adult sims, do I need to start with a specific life stage? I was thinking maybe I should start meshing the one for kids and then just edit it from there, but I'm really not sure. Second question, what is the difference between CAS Standalone and 3D Mesh? I'm assuming the latter just clones an existing EA mesh, but would that be the correct choice if I want to make a completely custom hair? There is no difference between Create CAS standalone and Create 3d mesh. Used to be at the very beginning, but now there are two versions just to avoid mass hysteria
You make hair for an adult first, then put this package into s4s mods folder, clone it, replace meshes, change categories, and youre done. All packages would be referencing textures from the original package.
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