bleta
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Post by bleta on Jul 11, 2024 8:03:57 GMT -5
Hi, i am new to modding sims 4, i am a n00b when it comes to most things like blender. (One of the biggest issues learning this, seams to be differences in blender versions, Like tutorials show features that aren't the same in Blender 4.1) So i have been trying to import some simple CC clothes from other games, Specifically Zelda Botw. I followed some tutorials best i could, and i managed to get the item in the game. But i keep running into issues where it just looks BAD, different issue per different attempt. I have a friend who does some blender modding for other games like l4d2, and he couldn't figure out why my models looked bad ether. I did 3 attempts, 1 full suit, and 2 hats. all of the same outfit. (plz ignore the texture, i been meaning to correct them once the model worked in game.) Attempt 1: The full outfit, It just looks glitchy and completely unusable. Attempt 2: This hat worked better, But it became lumpy, and has weird spikes coming out of it sometimes, spikes that it doesn't have in blender/sims 4 studio. Attempt 3: Same hat as #2, This one doesn't have the spikes, but the textures are all disconnected. (i tried to remove doubles, but i can't be sure, since my blender doesn't seam to have that same option.) Here is the files: www.dropbox.com/scl/fi/g86utwwcil5z811dg1boi/Tingle-stuff.zip?rlkey=ta4ncifrsmfy0dnwhsetuzqe2&st=528ng484&dl=0(sorry, i don't have the package for attempt 2, but the blender model is there)
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Post by mauvemorn on Jul 11, 2024 11:18:53 GMT -5
Hi. - open tinglehat_try1, select s4studio_mesh_1, File - Export - Wavefront ( obj), enable Selected only. Close this blend; - open s4s, click on CAS, paste ymHat_EF18ScarfCasual into the search bar, clone any, export the blend, open, rename s4studio_mesh_1 to Reference; - File - Import - the hat you exported previously; - transfer weights, uv_1 and vertex paint from a reference to your hat; How to make an item move and morph by transferring weights, uv_1 and vertex paint
Transfer weights, uv_1 and vertex paint with Data transfer. The result may not always be perfect, but it is best to solve problems as they come:
- Unhide the reference. It must be visible* ( eye icon ) and selectable* ( cursor icon );
- Select your hair;
- In Modifiers tab add Data transfer modifier;
- Choose Reference as Source object;
- Enable Vertex data and expand it;
- Enable Vertex groups*;
- In Mapping choose Nearest face interpolated;
- Enable and expand Face corner data;
- Enable Colors*;
- Shift*-click to enable UVs as well;
- In Mapping choose Nearest face interpolated;
- Expand UVs, choose uv_1 in Layer selection ( don't forget, otherwise uv_0 will be overwritten as well);
- Click on Generate data layers*;
- Apply the modifier;
- In Data tab expand UV maps. Double-click on UVmap, rename it to uv_0;
- If uv_1 appeared, it most likely transferred successfully;
- Expand Color attributes. If you see color0, it transferred;
- Expand Vertex groups. If you see names of vertex groups, they most likely transferred successfully. However, there is one ( or two ) more thing(s) you need to do;
- If you're using Blender 2.76 - 2.79, 3.6.1, switch to Edit mode, select everything with A, Mesh - Weights - Clean with Subset set to All groups to fix the result of a bug that exists in these versions;
- Regardless of your version of Blender, in Edit mode, with everything still selected, do Mesh - Weights - Limit total.
* Data will not transfer if you will forget to do these steps!!! | |
- in uv_0 you need to put uvs in a specific location. Since your hat covers the hair completely, you can put them in the space meant for hair; - delete the reference, give your item 0000, import back into ymHat_EF18ScarfCasual
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bleta
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Post by bleta on Jul 11, 2024 11:51:41 GMT -5
Thanks That fixed it <3 The Tingle hood looks fine now, Though there seams to be some smudge left from the ymHat_EF18ScarfCasual on his neck, But that's not an issue for what im using it for.
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Post by mauvemorn on Jul 11, 2024 13:48:33 GMT -5
You need to make other maps blank. Forgot about the last one. Do the same thing as with the hat but with yfBody_Bonus01SWarsAayla. Note that this item has two meshgroups, with the second one containing fingers. You leave this meshgroup alone and delete the same area from your mesh
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