|
Post by apolloniancat on Jul 6, 2024 16:50:09 GMT -5
Hello S4S community! This is my first piece of CC with a mesh from scratch. I followed this tutorial, with a few changes as I'm only using Blender and not MD. I have run into a few issues but have been able to resolve them all, except for this one. I am talking about two things, namely the gap on the neck and the clipping issues around the butt. If I had to guess, it seems like the body underneath the shirt mesh got scaled up slightly? That would explain both issues but I have no idea how this happened. I seem to recall a similar thing happening with the neck a few years back when I tried to edit EA meshes slightly, although I had no idea what I was doing then. Everything was working fine until I imported the file into S4S. Apologies if a similar question has been posted elsewhere! I found a lot of issues with clipping or gaps but none the same as my problem, or any fixes that work for me. Files: Issues I seePackage I'm working with Temporary texture I'm usingBlender file I imported to S4S
Blend that exports from S4S
I am using Sims 4 Studio for Windows 3.2.2.2 (Star) - Open Beta and Blender 4.1.
|
|
|
Post by mauvemorn on Jul 7, 2024 11:34:08 GMT -5
Hi. Go to Categories tab and disable Female under Age and gender tags. Save the package, go back to s4s main menu, open again If you want your item to be available for the feminine frame, scroll until Fashion choice and enable Feminine
There are unrelated issues with the garment, though: - it is high poly enough to crash the game for many people. There are no folds or details to preserve through mesh, so no need for the wireframe to be this dense. All fine wrinkles should be preserved through texture by baking them from high poly to low poly; - when making uv_0, do not scale uvs individually unless difference in quality is acceptable. It makes sense for buttons to have bigger uvs for better texture but the front of the garment must not be bigger than the back, the difference will be noticeable; - for a garment to behave like an area of the body it covers, it must receive all data responsible for moving and morphing from an area of the body it covers. Your garment is longer than the reference, so the lower portion of it didnt receive correct data and will clip in pants; - the garment is vertex painted with the wrong color? It is best to transfer it; - the garment isnt rigged at all; - you need to bake textures with the body and the floor in the scene, otherwise it will be mostly flat white
|
|
|
Post by apolloniancat on Jul 7, 2024 12:42:49 GMT -5
Thank you, that fixed the problem!
As for the other things,
- I didn't realize 6k was a high poly count? - Not sure how else to do it then, the shirt is going to be solid black in the back as well, so I didn't think it would matter that much to me. -So what should I do instead? -I was following the tutorial I linked, so I'm not sure what I should have done. -Once again, I was following the tutorial I linked. Could you point me in the direction of a tutorial that would help me with rigging? -Not sure what I did if I didn't do this then?
I appreciate all of your help! Please be patient with me as this is my first time making a CC mesh. (This is actually my first time 3D modelling.) I'm really only making CC for myself and my friends, I am not even sure if I will post any of it publicly.
|
|
|
Post by apolloniancat on Jul 7, 2024 12:53:48 GMT -5
I am going to look into fixing these issues myself as well, but I wanted to acknowledge your reply. :D thank you!
|
|
|
Post by mauvemorn on Jul 7, 2024 14:29:56 GMT -5
it is 60k. The most complex maxis meshes almost never go past 10k. Ts4 is 9 y o game that, until recently, could still be played on a potato heres an example of the adaptation process in blender 3.6, but it could be followed in 4.1 as well
|
|
|
Post by apolloniancat on Jul 7, 2024 16:59:36 GMT -5
Thank you so much for the info! I went through this whole debacle of trying to find the accurate polycount because S4S was telling me 6,932. screenshotThen I checked the face count in Blender was 30k, which was like, a whole new number? But then I found your old reply to someone that said it is tris, NOT faces so that makes way more sense. I see the 60k number now, my apologies! I unsubdivided the faces (the video tutorial said to add the subdivider modifier, but I think that’s because of the HQ mod? Which I am not using so I should not have done that) and now S4S gives me the same number as Blender, 15k. I did it again and got it down to 3.7k. But the arms are gone. I’ll figure it out. I still have a blend file that is just the shirt by itself so I’m going to start over from the beginning with this stuff I think. But all that to say, why is it that S4S was giving me that 6k number?? I thought I had uploaded the wrong files but I redownloaded the one I put on Google drive and it still says the 6k number exclusively in S4S. Is it because I screwed up the middle part of the process with the data transfer/vertex painting? (Also I'm sorry I didn't edit my previous reply, I did not mean to double post! Thank you for all of your help)
|
|
|
Post by mauvemorn on Jul 8, 2024 1:51:08 GMT -5
Three in the smallest number of vertices needed to create a surface, so this is why a tri(angle) is the unit the polycount is counted in in gaming. As for 6k, looks like s4s is glitching
HQ mod makes the game render bigger textures for CAS items. They subdivided probably to bake smoother textures, but in this case the modifier must not be applied
When you subdivide a square, it is divided in 4. If you unsubdivide it, you’ll get 1 again. If you try to unsubdivide 3 squares, you won’t get nice looking 1. So you can successfully unsubdivide only what you added with Subsurf. Everything that was added elsewhere will not be unsubdivided nicely. If you retopologized the mesh with Z-remesher, you need to decrease the number there.
|
|