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Post by riseshinefall on Aug 17, 2024 9:09:24 GMT -5
I'm creating my first CC ever, a male hair. I've made it completely by frankenmeshing EAxis hairs, except for the part of the ribbon that falls over the back. (The ribbon around the knot is an EAxis headband lol). But something has to have gone wrong somewhere, because when I check out the hair in CAS it's weirdly transparent in the back and on the bangs. The parts around the neck also look weird. EDIT: It looks fine in Blender and S4S. My processI've sculpted the mesh, positioned the UV islands on the diffusemap, vertex painted, transferred the weight paint from a similar hair (TwistedPonytails from Eco Living), and laid out the uv_1 on the BaseTexture. I've also copied the mesh as is to the hat cuts (I won't be using hats with this hair). I've checked that all the cuts are correct. I've imported the texture and the mesh to LOD0, LOD1 etc (I'll be making decimated versions when everything else is done). I used the basegame hair LongStraight to make a package to import everything to. I've followed a few different tutorials, including some here on S4S, and this video by Tianshi (for vertex and weight painting). The files Here's the .blend file and here's the package. EDIT: I'm using Blender 4.2 and S4S 3.2.2.5 (Star). For reference, this is what I'm going for (Wei Wuxian's hair from The Untamed): I have absolutely no idea what's wrong. Any and all help is deeply appreciated!
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Post by mauvemorn on Aug 17, 2024 10:01:10 GMT -5
Hi. When you export the hair from s4s, it comes out split along uv island borders. The first thing you need to do is remove doubles anywhere beside the hairline ( otherwise vertex paint along it will be messed up as it is right now ). - delete two hat chops; - since you already deleted most of the geometry that covers the hole in the hair, may as well delete the rest. Enable X-ray, click and drag to select this vertex, press Ctrl L to select the rest of this geometry, Mesh - Delete - Faces; - select everything with A, Mesh - Merge - By distance; - clone ymHair_SDX026LongStraight again, export, append in the scene, rename to Reference; - add data transfer to your hair and transfer weights, uv_1 and vertex paint from the reference as explained here; - there is this uv island that is outside of the uv space, move inside
- if you do not want the hair to be compatible with hats, you can give it cut 0 and start the package from a hair that is made of one meshgroup.
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Post by riseshinefall on Aug 18, 2024 2:53:32 GMT -5
Thanks a lot for the help! Before I import and check CAS again, I've run into three questions: 1. In the Color Attributes tab, the color0 transferred as it should. But there's also a color1. Is it excessive? How/why is it there? 2. In the tutorial the wight limit is set to 0.000, but in my version of Blender the lowest number is 1, and the default is 4. Do I limit it to 1? 3. I tried to move the final UV island that was outside, but discovered that it's attached to two other islands. Went back to the file I uploaded, where they weren't attached, and redid the steps again. It seems that the problem occurred when I merged by distance. Do they share the same vertices then? Is there a way I can separate them?
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Post by mauvemorn on Aug 18, 2024 3:05:57 GMT -5
1. You may have created it in Vertex paint mode. It can be deleted. If not, s4s will probably just ignored it. 2. The screenshot is for a previous step, Clean tool, which you do not need to use unless working in blender 3.6.1. The default 4 in Limit total is correct, no need to modify it, hence no screenshot for it; 3. Switch to Face select instead of Vertex select
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Post by riseshinefall on Aug 18, 2024 5:26:21 GMT -5
1. Thanks! 2. Oh, the tutorial said "Regardless of your version of Blender" so that's why I did it, but good to know it's not necessary in my version. 3. That worked! Thanks!
I'm finally ready to import, but now I'm running into a new problem... I wanted to import using a hair that has no hat chops like you adviced, but the only male hairs I find with 1 mesh group have only LOD0 and no LOD1, LOD2 etc. There are two female hairs that have only 1 mesh group and several LODs, but they're female hairs and unfortunately not basegame (they're Agnes' and Agatha's hairs from Cottage Living). Is there a way to use one of the male hairs with only one mesh group and add more LODs or something?
Thanks again for the help!
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Post by mauvemorn on Aug 18, 2024 5:47:11 GMT -5
« Regardless of your versions of blender » is for Limit total « If you use a bugged version, use Clean. Regardless of your version, use Limit total »
You can add more, but it’s a hustle. If you don’t plan on sharing your cc, may just make one lod. My bad, though those cottage living hairstyles with hats existed for the masculine frame as well. You can go with the ones for the fem frame and change Gender, Fashion choice and Restriction flags in Categories. If you replace all resources in a package started from a pack item, which you’re going to do anyway, it will be BGC.
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Post by riseshinefall on Aug 18, 2024 6:56:12 GMT -5
Okay, then I think we misunderstood each other. When I asked previously I went through Mesh > Weights > Limit total, and that's when I encountered the different numbers (4 or 1) compared to the tutorial (0.000). But I'll just leave it at the default 4 then? The Cottage Living hairs don't show up when I filter on male. That's another thing I've been meaning to ask on this forum, so I might as well ask you now! Previously I tried to find the basegame female hair PonyTailTight in S4S but I couldn't find it when I filtered on male, even though it's available for male framed sims in CAS. Why is that? When you say "replace all resources", do you mean specularmap etc as well? If I need to make new ones that's unfortunately a step I've missed. Finally, I imported the package and edited the flags. Everything looks like it should in CAS, except for a few things. The bangs are still a bit transparent. There's also a blue sheen on the left side of the sim's neck. Attaching new .blend and package files. .blendpackage
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Post by mauvemorn on Aug 18, 2024 12:25:30 GMT -5
The expandable menu you’re seeing in the screenshot does not belong to Limit total tool, its name is « Clean vertex groups weights ». The field called Limit, which contains values with decimals, is a different thing from Limit total tool that you need to use regardless of your version of blender. Transfer data, switch to edit mode, select everything with A, Mesh - Weights - Limit total, thats all
The heads on feminine and masculine frames differ in shape, but not by a lot. When there is no hairline, there is no need in a separate version of the hair mesh because it will fit the masc frame with no problems. When there is, it most likely won’t, so they make a version specifically for the masc frame. If they decide nobody will want to use this hair on a masc frame, they don’t bother. Basically, you modify the fem frame version and it will be available for the masc frame as well.
If you retextured the diffuse, you need to make a new specular. If not, just import the original one.
This is not transparent texture but torn mesh. It picked vertex paint from the hairline - switch to Vertex paint; - choose Vertex selection; - choose Selection box; - enable X-ray; - select the strands, avoiding roots; - click on Draw tool, then on Tools, click on the first color, then on hex, paste 007F00; - Paint - Set vertex color; - press A, Paint - Smooth vertex color; Enable Snapping tool and change Snap target to Vertex, select one vertex, press G, snap to the nearest one on the neck. In the future, hide the hairline before transforming the mesh with Proportional editing. This way in will stay in place You need to change the gender tag to Male only. This tag must correspond with the frame. If you want it to be worn on fem framed sims as well, enable Feminine fashion choice.
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Post by riseshinefall on Aug 19, 2024 8:04:41 GMT -5
I see! So only hairs with hairlines require separate male/female versions in S4S? I'm learning a lot haha! Yeah, I did edit the diffuse map, so I've made a new specular map now. Do I need to remake shadow, normal and emission maps too? The hair I used to import my mesh (either Agnes' or Agatha's, can't remember) also includes a ColorShiftMask resource. Not sure what to do with that (if anything). Unfortunately the bangs still look weird. When I frankenmeshed the hair I did make the bangs a bit thinner than they originally were, but I don't think I made them thin enough to be the cause of the problem. Right? In case you want them, updated versions: .blend.packageLesson learned. I'll definitely hide the hairline next time! Flag corrected! Thank you so much for all the help so far!
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Post by mauvemorn on Aug 19, 2024 13:03:58 GMT -5
Apologies, looked in-game and these are just flipped normals. Select the back of the strand, press Ctrl L, then choose Normals. Mesh - Normals - Flip normals
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Post by riseshinefall on Aug 19, 2024 15:16:58 GMT -5
Yes! That solved it! Thank you so much!
Just to make sure, do I need to redo the other resources as well (like I did the specular map)?
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Post by mauvemorn on Aug 19, 2024 16:08:07 GMT -5
If you want, you can make a new shadow map. The normal map needs to be redone. Other maps aren’t used by hair
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