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Post by Brajan Summers on Jun 6, 2016 21:21:17 GMT -5
So i'vde done my part. but whenever i put on a top. not all of them. the textures start to screw up? can anyone help? thanks! Before i put on top After i put on top
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Post by eviltiptip on Jun 7, 2016 10:21:33 GMT -5
hi, you should post your package file, but from first look on your bug, it seems you position your texture in a position where the end of long shirts should be, just position your texture lower, and in blender move the upper legs uv lower. maybe there are more problems, but you have to post the package file so i can have a look at it.
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Post by gaiapuma on Jun 7, 2016 11:42:03 GMT -5
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Post by j on Jun 7, 2016 12:20:32 GMT -5
The sort layer is probably fine, since it's the top that is overriding the shorts and not the other way around. It looks like you've incorrectly mapped your bottom where it's imposed on areas otherwise designated for tops.
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Post by Brajan Summers on Jun 7, 2016 12:22:58 GMT -5
The sort layer is probably fine, since it's the top that is overriding the shorts and not the other way around. It looks like you've incorrectly mapped your bottom where it's imposed on areas otherwise designated for tops. Yes the positioning of the UV layer was wrong. i recently figured it out! anyways thanks for the answer guys! :D ps. i think some modders should be careful how they put their layers. since from what i see lots of them put the UV layer too much on the position that is supposed to be something else. anyways. Thanks a lot!
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Post by j on Jun 7, 2016 12:27:51 GMT -5
I saw your other thread and if you still have your shorts mapped where Asyli showed you, I'd highly advise against that. That space is often occupied by parts of tops (sleeves, ruffles, stuff like that), and that is also the area where 90% of CC-makers map their large accessories. Since your garment is a bottom, you should really map it on the body. I understand it might be hard, especially if you're using a mesh you did not create yourself and you're new to UV-mapping, but if you leave it as it is, it will conflict with a lot of other content.
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Post by Brajan Summers on Jun 7, 2016 12:59:05 GMT -5
I saw your other thread and if you still have your shorts mapped where Asyli showed you, I'd highly advise against that. That space is often occupied by parts of tops (sleeves, ruffles, stuff like that), and that is also the area where 90% of CC-makers map their large accessories. Since your garment is a bottom, you should really map it on the body. I understand it might be hard, especially if you're using a mesh you did not create yourself and you're new to UV-mapping, but if you leave it as it is, it will conflict with a lot of other content. Got it! thanks a lot! also can you point on the pic where i have to put it exactly? thanks in advance! - Also, if it comes to accessories. i want to make a belt. so i put it instead of glasses. but the glass of the glasses are still there, and the belt's movement is synched with the head. how do i fix that?
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Post by inabadromance on Jun 7, 2016 14:24:54 GMT -5
- Also, if it comes to accessories. i want to make a belt. so i put it instead of glasses. but the glass of the glasses are still there, and the belt's movement is synched with the head. how do i fix that? i left you a link to the tutorial on your other post regarding this particular belt you want to make. Don't use a head accessory for your belt if you don't want it to be acting like a head accessory. Use a bracelet instead or any other body accessory. You can still use the texture space of the hat only if necessary.
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Post by Brajan Summers on Jun 7, 2016 17:27:25 GMT -5
- Also, if it comes to accessories. i want to make a belt. so i put it instead of glasses. but the glass of the glasses are still there, and the belt's movement is synched with the head. how do i fix that? i left you a link to the tutorial on your other post regarding this particular belt you want to make. Don't use a head accessory for your belt if you don't want it to be acting like a head accessory. Use a bracelet instead or any other body accessory. You can still use the texture space of the hat only if necessary. Ok, thanks. and which joints should i transfer? all of'em or just only some?
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Post by inabadromance on Jun 7, 2016 23:47:21 GMT -5
Pasting this here, since the other thread was deleted.
You need to follow the tutorial. Please read it all, specially N°17 that links you how to do the weight transfer. Since this is not a head accessory, you need to use a nude top and transfer the weights from there to your mesh.
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Post by gaiapuma on Jun 8, 2016 8:52:59 GMT -5
I thought it could be the UV but I didn't see the mesh mapping or the package the most common for me is the sort layer pants/shirts, but uv mapping on collars and stuff like that happens a lot with CC skirts etc Which reduces the type of tops I can use with them but is trade off
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Post by gaiapuma on Jun 8, 2016 8:55:13 GMT -5
- Also, if it comes to accessories. i want to make a belt. so i put it instead of glasses. but the glass of the glasses are still there, and the belt's movement is synched with the head. how do i fix that? i left you a link to the tutorial on your other post regarding this particular belt you want to make. Don't use a head accessory for your belt if you don't want it to be acting like a head accessory. Use a bracelet instead or any other body accessory. You can still use the texture space of the hat only if necessary. But if she used the hat space than the sim won't be able to wear hats. A lack of space for things like that in texture maps make you break your head trying to thin where to put them. Wish they had a solution for that. I would put maybe with glasses or where people map bags?
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Post by Brajan Summers on Jun 8, 2016 11:35:19 GMT -5
i left you a link to the tutorial on your other post regarding this particular belt you want to make. Don't use a head accessory for your belt if you don't want it to be acting like a head accessory. Use a bracelet instead or any other body accessory. You can still use the texture space of the hat only if necessary. But if she used the hat space than the sim won't be able to wear hats. A lack of space for things like that in texture maps make you break your head trying to thin where to put them. Wish they had a solution for that. I would put maybe with glasses or where people map bags? it all resolves around how big your UV is, and how good the quality you want it to be, let's be honest. that extra parts is hard as hell and putting the UV layout on the body can be frustrating. cause then you have to select them through the 3d window with L key to select them individually. it's true. i think that the UV we have is limited as hell which makes it more difficult and can be frustrating as hell. so we have to sacrifice something in order to get the best achieved result cause if your UV is TOO small. the textures quality will not be as good as it's supposed to be.
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