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Post by megsimmy on Aug 27, 2024 5:35:41 GMT -5
hello. i have been at this for days and i cant seem to figure it out by myself. my meshes look fine in blender and im pretty sure i did all the steps right, and when i import it into s4s it looks fine as well, but as soon as i load into the game it all just falls apart. this is my drive which contains my .blend and my package file. i also included pictures of what my mesh looks like in s4s vs in game. any help is greatly appreciated.
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Post by mauvemorn on Aug 27, 2024 5:50:03 GMT -5
Hi. We need permission to view files
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Post by megsimmy on Aug 27, 2024 5:53:44 GMT -5
ah im sorry it should be working now (sorry i tried to make a reply already but im not sure if it showed up ive never posted in this forum before im not sure how it works ;-
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Post by mauvemorn on Aug 27, 2024 7:32:28 GMT -5
The file you provided does not have the same issue as on screenshots, doesnt use the same texture as well. There are other problems, though - transfer data with Mapping set to Nearest face interpolated instead of the default option; - do not scale uvs in uv_0 individually unless the difference in quality is acceptable. It makes sense for buttons or zippers to be of better quality but the front shouldnt be, as compared to sleeves and the back; - split sharp edges before baking textures; - when closing holes, collapse and unwrap created geometry; - export the garment as weld from MD. - select Nude, switch to Edit mode, select everything with A, Mesh - Vertices - Remove doubles with Merge distance set to 0.0001; - in Material tab choose Diffuse map and click on Select to select all parts of the body; - in 3d view press P - Selection to separate, rename the separated mesh to Body, hide it; - Alt-click on vertices that you extruded inward to select all, press Alt M, choose At center. Then Select - Select more/less - More, Mesh - UV unwrap - Unwrap. Do this to all holes; - in uv editor select all uvs and UVs - Average island scale to fix the difference in size; - expand the rig and make top visible and selectable; - select your garment, transfer weights and uv_1 as explained below, then clean weights and limit total; - hide top, unhide the body; - join back with the garment, re-arrange uvs in uv_0; - once done, with garments uvs selected, UVs - Export uv layout, change dimensions and opacity; - split sharp edges, save, import in s4s; - replace the diffuse with the uv layout, check how this garment behaves in-game; - once happy, bake the diffuse with the body in the scene and the floor; - make other maps and lods
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Post by megsimmy on Aug 27, 2024 16:41:41 GMT -5
this is so helpful thank you so much! im still not entirely sure what was wrong with my mesh that made it show up weird as seen in my screenshots but i think i may have an idea. i was importing the texture file into s4s as a .dds file and not a .png file and for some reason only the .png file would show up correctly in my game. maybe i did something wrong with the .dds file to make it look weird in game but im not sure what, so for now i will probably just stick to .png files to play it safe.
again thank you so much! you are very helpful <3
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Post by mauvemorn on Aug 28, 2024 4:04:26 GMT -5
You must have saved dds files with incorrect settings. It should be dxt5 ( or BC3 in newer versions ) with mipmaps enabled
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Post by megsimmy on Aug 28, 2024 4:34:58 GMT -5
ohh yeah i think i didnt have the mipmaps enabled, that makes sense. i've started over with my mesh and im following the steps you provided so we will see how it goes! it's taking me a while but i am determined to do this right and get it working in-game. will keep you posted
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Post by megsimmy on Aug 28, 2024 22:23:26 GMT -5
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Post by mauvemorn on Aug 29, 2024 4:40:10 GMT -5
Did you transfer weights in Weight paint? It has different default settings from Data transfer and from Transfer weights in 2.7.
- Separate the garment from the body; - expand the rig and make top selectable; - select your garment, add data transfer, choose top as Source object, enable Vertex data and Vertex groups, change Mapping to Nearest face interpolated; - click on Generate data layers and hit apply; - switch to edit mode, select everything with A,Tools - Weight tools - Clean, change Subset to All groups; - Tools - Weight tools - Limit total; - join back with the body, give cut 0, not 0000, save, re-import
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Post by megsimmy on Aug 29, 2024 5:36:47 GMT -5
i did all of that and its still not working :( it looks the same in CAS as it did before.
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Post by mauvemorn on Aug 29, 2024 7:09:04 GMT -5
Make sure you are updating a correct package If you are, save a blend file right before you hit on apply button and share with me please
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Post by megsimmy on Aug 30, 2024 1:33:17 GMT -5
so i eventually ended up following this tutorial very closely, and my shirt ended up looking somewhat decent, here is a drive folder with all the goods if you want to see the finished product. i dont know if i was over-complicating things or what, but this tutorial saved my life. i will definitely be going back and re-doing some of the meshing and textures and stuff to make it look better. i still dont know exactly what i was doing wrong, but i will worry about that when i feel like im ready for it. thank you for your help and god bless you
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Post by mauvemorn on Aug 30, 2024 2:51:59 GMT -5
The routine shown in this tutorial is the "over-complicated" one and is the same one you saw in the original tutorial that brought you here The signature characteristic of these tutorials is the use of two versions of blender because authors didnt think of googling how to do that in a newer version before teaching others. They show how to transfer weights in 2.7 and viewers do that in 2.76+, which have different default setting. This is what caused your mesh to fly.
This tutorial also does not mention that clothing can have two vertex colors. The body is joined with the garment before any data is transferred, which will have legs behaving like a skirt. Uvs are transferred with default setting for Mapping, which was the cause of your initial issue of a top clipping into the body. Uvs are scaled individually, which will lead to differences in texture quality in patterns. There is 0 reason to bake textures if you're going to use maxis ones to make them afterward.
s4s addon is installed automatically if you work in the same version of blender that is linked in s4s settings.
To clarify again, the mesh flying was the result of transferring weights in Blender 2.76+ in Weight paint mode with incorrect settings. In Blender 2.76+, by default, only the weights of the selected vertex group are transferred instead of all, so you need to change Sort layer selection to By name instead of Active. After that, you need to fix a bug that exists in Blender 2.76-2.79 by using Clean tool with All groups. This is the whole process for better weights transfer in Weight paint mode without the use of 2.7.
In Data transfer method, which is shown in the second post in this thread, all weights are transferred when you enable Vertex groups and Vertex data. If you used it and then transferred weights again in Weight paint, then you should not have done that.
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