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Post by dekoden66 on Jul 23, 2024 0:25:20 GMT -5
i'm creating a frankenmesh with two childrens hairs, and i think i screwed up because when i tried to import it takes nearly 20 minutes to import, and when it did the original unedited braided hair shows up on the mesh in sims 4 studio
here's what it's SUPPOSED to look like
here's how it turned out, for some reason
sorry no package file cuz it's taking forever to import
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Post by dekoden66 on Jul 23, 2024 0:32:32 GMT -5
UPDATE okay so it finally imported and this time it looks closer to the actual result i was going for but the texture in some areas of the hair are banged up in s4s and jiminy cricket how the firetruck did the polycount get so HUGE i literally used two maxis hairs. no wonder it was taking 25 minute intervals. how do i lower the polycount without destroying the hair pls halp
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Post by mauvemorn on Jul 23, 2024 8:09:51 GMT -5
Hi. You need to watch a beginner-oriented tutorial on the topic of frankenmeshing maxis hair specifically, it is not a straightforward process and is currently done in a way that is not worth salvaging, faster to remake. High polycount is the reason it took so long for the blend to import. Right now you have 3 meshgroups in the scene, each of which are made of 45k tris. Two of them were not imported at all, presumably because they were hidden during the saving process. The reason these meshgroups are so high poly is because you joined hat chops of each hair, then seemingly duplicated one of them, so the braids have 6 identical layers instead of one.
Another reason that contributes to high polycount is not deleting areas of one hair before covering them with another.
Textures do not align because they and uvs were not re-arranged to not overlap with each other. When you export and open a hair blend, it has 3 meshgroups: the base shape and two hat chops. When a sim wears a hat, the game displays a hat chop that matches it instead of the base shape to prevent clipping. These three meshgroups must not be joined, they are three separate versions of one hair, not parts of the same item like with other cas categories. Your final hair blend must be structured like this as well.
In ts4, all cas items share the same uv space that is split into areas by category. So when you put items on a sim, these textures just stack onto each other in a pre-determined order. If two items have textures in the same area, one of them will not display them correctly. You are combining two hairs that have textures in the same area. To avoid conflicts, you need to re-arrange their uvs and textures so that both fit into the same space without overlapping.
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