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Post by michaucha on Sept 2, 2024 23:13:58 GMT -5
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Post by mauvemorn on Sept 3, 2024 4:13:46 GMT -5
Hi. This hair package contains 3 meshgroups: the main shape and two hat chops. Your blend file contains only one, so only one is being replaced. - delete vertex group called Group, must not introduce any custom groups that are not in the rig; - delete an existing color attribute as well; - re-transfer weights, uv_1 and vertex paint from a maxis hair of similar shape, currently they arent ideal; - give your item cut 0, not 0000; - in s4s click on CAS, filter the catalog by 1 meshgroup and hair, choose any, can be a pack item ( so long you replace or embed all referenced resources ). Do not use a buzzcut, it has no lods, so your 50k mesh will be displayed from afar, which may make the game lag Also, your hair is almost game-crashing high poly and decimate will ruin the mesh by the time it reaches an acceptable number. In the future, adjust the preview resolution of curves when making them
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Post by michaucha on Sept 3, 2024 6:59:56 GMT -5
Hi. This hair package contains 3 meshgroups: the main shape and two hat chops. Your blend file contains only one, so only one is being replaced. - delete vertex group called Group, must not introduce any custom groups that are not in the rig; - delete an existing color attribute as well; - re-transfer weights, uv_1 and vertex paint from a maxis hair of similar shape, currently they arent ideal; - give your item cut 0, not 0000; - in s4s click on CAS, filter the catalog by 1 meshgroup and hair, choose any, can be a pack item ( so long you replace or embed all referenced resources ). Do not use a buzzcut, it has no lods, so your 50k mesh will be displayed from afar, which may make the game lag Also, your hair is almost game-crashing high poly and decimate will ruin the mesh by the time it reaches an acceptable number. In the future, adjust the preview resolution of curves when making them Hi, thank you for the tips. I'm not sure which vertex group you're referring to-- would it be listed among the rig, lamp, and nurbspath? Also, to make 3 meshgroups should I copy my mesh twice more and rename the cut to 0, 1, and 2? Thanks again- appreciate this.
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Post by michaucha on Sept 3, 2024 7:19:36 GMT -5
Hi. This hair package contains 3 meshgroups: the main shape and two hat chops. Your blend file contains only one, so only one is being replaced. - delete vertex group called Group, must not introduce any custom groups that are not in the rig; - delete an existing color attribute as well; - re-transfer weights, uv_1 and vertex paint from a maxis hair of similar shape, currently they arent ideal; - give your item cut 0, not 0000; - in s4s click on CAS, filter the catalog by 1 meshgroup and hair, choose any, can be a pack item ( so long you replace or embed all referenced resources ). Do not use a buzzcut, it has no lods, so your 50k mesh will be displayed from afar, which may make the game lag Also, your hair is almost game-crashing high poly and decimate will ruin the mesh by the time it reaches an acceptable number. In the future, adjust the preview resolution of curves when making them Hi, thank you for the tips. I'm not sure which vertex group you're referring to-- would it be listed among the rig, lamp, and nurbspath? Also, to make 3 meshgroups should I copy my mesh twice more and rename the cut to 0, 1, and 2? Thanks again- appreciate this. Nevermind! Copying the mesh and renaming then 0, 1, and 2 worked for getting it to show up properly in S4S. Now to try and fix everything else. Thank you very much
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Post by mauvemorn on Sept 3, 2024 7:46:56 GMT -5
Your item has 150k polygons now. If you plan on sharing it with others, people will remember you as a high poly creator and won’t download from you.
I meant a vertex group called Group, not meshgroup. It is in the vertex groups list, same place where the head and spine bones are.
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Post by michaucha on Sept 3, 2024 17:01:21 GMT -5
Your item has 150k polygons now. If you plan on sharing it with others, people will remember you as a high poly creator and won’t download from you. I meant a vertex group called Group, not meshgroup. It is in the vertex groups list, same place where the head and spine bones are. Is it possible to lower the polygon count by deleting parts, or should I scrap and start over? Do you have any tips for keeping poly count down? I'm very new to this. Thanks again for your help
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Post by mauvemorn on Sept 4, 2024 5:38:33 GMT -5
If you still have a version of a blend file before you converted curves to mesh, just adjust Resolution preview. Make sure uvs are generated as well. Your current ones are askew, if you made them yourself instead of generating automatically, this is unnecessary. If you dont have it, use decimate. Un-subdivide will tear uvs and remove extra edge loops manually will take forever. And do not add hat chops, do not duplicate the mesh three times and assign different cuts. Clone a hair made of one meshgroup. If you dont have any, clone earrings.
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