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Post by metalangel on Nov 18, 2024 16:23:58 GMT -5
Hello Bello, This is my very first ever CC! I followed many videos and got the hair finally in the game and everything but in the game the hair looks weird. I need some guidance if I missed out something :C Blender file (blender-3.6.17) Sims 4 packageThank you if you can help me RolandSimmer
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Post by metalangel on Nov 18, 2024 16:24:40 GMT -5
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Post by mauvemorn on Nov 18, 2024 16:58:02 GMT -5
Hi. There are a few issues: - the shadow youre seeing comes from a shadow map, make it blank; - data transfer modifier must be applied, none of that data transferred; - the mesh is rigged incorrectly. The sum of all weights of the vertex must be 1 (100%); - hair must be vertex painted; - if youre going to create a group for a different purpose than rigging, you must delete it before importing in s4s; - if you want to get textures of better quality, re-arrange uvs and re-bake them; - hair is made of three meshgroups. Your blend contains only one and only one is replaced upon import while the other two stay; - youre using a bugged version of blender. Delete it, install 3.6.9 in the recommended location or on the d drive, change blender path in s4s settings to blender.exe in blender 3.6.9 installation folder Since everything has to be re-done, may as well follow this tutorial from start to finish. If you want to rebake the texture, you need to bring uvs back to the original size to match the original texture, then create a new uv map, pack them in the rectangle, apply the template, shrink with S Y 0.5, put in the space meant for hair, re-bake Heres an example of how this is done Re-arrange uvs:
- very important: with uv_0 selected, click on + to create a new uv map, then select UVMap. If you will forget this step, you'll have to re-do everything; - In UV editor select all UVs. Click on X, then on Open, choose this template; - try your best to re-arrange uvs to fit into the designated area without scaling them down unless the loss of quality is acceptable. In this case, it is ok to scale down uvs of geometry that covers holes or the inner sides of the skirt. However, you should absolutely not scale, for example, the back of the skirt while the front is remaining the same. If you have no choice, scale by material ( in this case, the beige part of the skirt could have been made smaller while the green would need to stay the same ). I was able to fit everything without scaling important pieces by splitting big patterns in unnoticeable places. Important: uvs of the body parts must stay where they are.- once done, enable sync, select all uvs of geometry that cover holes and gaps, Mesh - Split - Selection.
Re-bake the diffuse:
- once done, expand the timeline and switch it to Shader editor. Alt A to deselect all nodes. Click on one node and drag to de-tangle this node tree; - Select Basetexture image node, Shift-select the material it is plugged in and a mix shader, press Delete key, connect BSDF socket in the remaining material with Surface in the Material output; - select Diffusemap image node, press shift D to duplicate. Press on New button to create a new image, name it New, change height to 2048. Click on the color and set Alpha to 0; - important: select this node you just created, do not plug it into anything;- In Render tab choose Cycles and scroll until you see Bake. Expand, choose Diffuse, disable Direct and indirect, change Margin's size to 6, hit Bake. In UV editor Save image - Save As, replacing Swatch_1_Diffuse_1; - if you want, you can import other color swatches into Diffusemap image node and hit bake to re-bake them as well.
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Post by metalangel on Nov 18, 2024 17:53:04 GMT -5
Hello mauvemorn, Thank you so much for the support! I will check these things this week and will get back to you. Roland
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