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Post by hotchocoliel on Aug 23, 2016 11:25:47 GMT -5
So I am making a necklace for my game of thrones cosplay. And I have my mesh ready in blender. There a couple of issues within this objects. 1. When I upload the mesh, it can only work on LOD 00. I tried to uplaod to LOD01/02/03 and I get empty result on my model. Only when I switch back to LOD00 then I can see my mesh. 2. The UV mapping is diving me crazy. I did search that UV pic from tutorial section and tried to fit in my texture but doesnt so I have to colour random place to find the right area. I almost give up. Blender pic looks awesome but .... poo in my studio Need help plz
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Post by whitecrow on Aug 23, 2016 14:01:48 GMT -5
hi,
this is a pretty necklace!
To your first question: I do believe that assigning the bones and weight-painting must be done for each LOD, since you were reducing the polycount on your mesh. If you fix that, your LODs should be visible when importing into S4S.
Secondly, take a look at how EA's Necklaces are Uv-mapped. Accessoiries have a specific place on the UV-Map which makes it somewhat diffucult to get nice, detailed textures (this was different in The Sims 3 where Accessoiries, Hair, etc. had their own Uv-Map).
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Post by j on Aug 23, 2016 14:40:32 GMT -5
For TS4 CAS parts you need to stick to a very strict UV template. You can view it here. The space for neck accessories is very small, so it would be hard to texture a very detailed accessory. You could try utilizing the "extra" space in the lower right corner but it's not advisable because that is where many EA ruffles/sleeves are mapped, as well as where CC makers map 99% of their "other" CAS CC.
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Post by hotchocoliel on Aug 24, 2016 3:10:19 GMT -5
Hi. Thanks for answers. I rearranged my UV to fit the mesh. I did match the UV tmplate but it was useless on this case. Now my mesh and texture looks like this. I can locate the dragon bits on the mesh but also create a problem where extra texture show up on the face and body. Will these texture show up on my sims in game even no mesh cover those part?
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Post by whitecrow on Aug 24, 2016 5:39:07 GMT -5
This is not matched to the Uv-Template at all :P Here is how Ea mapped their texture for a Basegame Necklace: Try using this as reference and see how it works.
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Post by hotchocoliel on Aug 24, 2016 6:40:55 GMT -5
Wait..let me try to re do this
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Post by hotchocoliel on Aug 24, 2016 10:14:58 GMT -5
This is not matched to the Uv-Template at all :P Here is how Ea mapped their texture for a Basegame Necklace: Try using this as reference and see how it works. Hi. Thank you so much!! I got you hint now. I didnt know the UV also need to be in the position. This is my final effect. The leaf bit looks a bit low quality. Any method to increase the quality a it?
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Post by whitecrow on Aug 24, 2016 11:12:54 GMT -5
You are welcome! Looks great so far.
For the leaf, what does the Wireframe look like? Is it supposed to show transparency?
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Post by hotchocoliel on Aug 24, 2016 12:45:21 GMT -5
You are welcome! Looks great so far. For the leaf, what does the Wireframe look like? Is it supposed to show transparency? The slot for necklace texture were so small that so many detail cannot fit in. I guess that low quality is normal. For the transparency part, I actually want to ask how to make alpha channel show on the texture. Some area supposed to be transparency but the transparent bits are now replaced with the default skin colour.
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Post by whitecrow on Aug 24, 2016 13:34:54 GMT -5
You could try and resize your texture to 2048x4096, and then redo that part. This way the filesize becomes higher but the quality improvement is visible. Another option is to subdivide your mesh, but I don't recommend this since this increases the Mesh its polycount.
As for the transparency, Sims4Studio provives an option to create the glass shader (SimSkin, the most common shader for transparency) for all of your LODs. On top of the Sims4Studio menu select "Tools->Modding->Glass Shader (CAS)" and confirm the pop-up message with "Ok".
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