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Post by brybee on Sept 22, 2016 5:15:21 GMT -5
i was making adjustments to the shoulders and removed vertices to make it a cleaner look, And then doing that it removed the medals on the chest... I know it is a problem with the cuts as it happened to me before with a missing bicep but i cant figure how to figure what to do to bring the medals back... and the shoulder texture looks nothing like it does in blender, Black textures something to do with the alpha i guess? Could anyone please take a look, I am getting close to finishing this project. After I texture the medals, sword, shoulders, necklace, fix it so the medals react to sliders in CAS i will be done www.mediafire.com/download/x75ap8cvkqybwpf/imp+mesh+suit+2%282%29.blendwww.mediafire.com/download/i3pl6ia4kdk2xde/Bruxel+-+The+king.package
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Post by inabadromance on Sept 22, 2016 10:59:05 GMT -5
hi! You have to pay attention to the original cas item you cloned. You need to export the mesh, open it on blender and take note of the number of groups, each of their names and each of the cut numbers each group has. If the original mesh has 2 groups with each being 0000 and 0001 then your mesh must have the exact same correlation of groups and cut numbers. It looks like the medal on the chest isn't part of any of the original groups, that is why s4s isn't importing it. As for the two shoulder parts aren't mapped correctly. You have to re-map them on an specific place on the texture. It looks on the preview that it is mapped on the whole skin texture. I suggest you taking a look at this tutorial, it describes all the steps you should be doing and also how to make things from scratch and mapping them.
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Post by brybee on Sept 22, 2016 13:16:24 GMT -5
hi! You have to pay attention to the original cas item you cloned. You need to export the mesh, open it on blender and take note of the number of groups, each of their names and each of the cut numbers each group has. If the original mesh has 2 groups with each being 0000 and 0001 then your mesh must have the exact same correlation of groups and cut numbers. It looks like the medal on the chest isn't part of any of the original groups, that is why s4s isn't importing it. As for the two shoulder parts aren't mapped correctly. You have to re-map them on an specific place on the texture. It looks on the preview that it is mapped on the whole skin texture. I suggest you taking a look at this tutorial, it describes all the steps you should be doing and also how to make things from scratch and mapping them. i am reading and looking cant figure it out. This is very hard
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Post by inabadromance on Sept 22, 2016 14:36:57 GMT -5
hi! i'm super sorry, but i can't find the specific step for some reason!. This one is much shorter since it doesn't include the creation step,and gets to the point faster. The step that you should be looking is the n°9.
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Post by brybee on Sept 22, 2016 16:18:36 GMT -5
hi! i'm super sorry, but i can't find the specific step for some reason!. This one is much shorter since it doesn't include the creation step,and gets to the point faster. The step that you should be looking is the n°9. yes thank you this is a good tutorial. My question orange mittens check first to see the default cut is 0 then made her custom changes to 0 so it will match. So does this mean i should open a new mesh check the defualt and make a change to match it?
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Post by inabadromance on Sept 22, 2016 17:47:39 GMT -5
You have to see the original mesh of the item you cloned first to make your package. If you first cloned the (for example) the llama outfit. Then you should either look for the original blend or re clone it and re export the mesh again to see how many groups it has and its cut numbers.
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Post by Zelrish on Sept 23, 2016 3:25:54 GMT -5
Hello, So I had a look at your blend (cannot use S4S from work) and like I guessed on an earlier post (I actually guessed it for the biceps but it turns out being the issue for you medals:p), the normals on your medals are inverted. Which is why you have this hole in your mesh where they are supposed to be. So you can forget the cut number story for now as it is not the issue. The normals being inverted means that the texture is applied on the inside faces of the element. That means that looking from the other direction, you see no texture therefore a hole. So from what I see on your mesh, you need to select all the faces of the medals BUT the top ones (those actually have their normals in the right directions). Then go to the menu Mesh - normals - flip normals. That will fix the medals. - You didn't adapt the uv map for your UV_0 for the medals and the shoulder pads. This is why the texture is completely wrong on the shoulder pads (and even with the normals fixed, you will not see a texture on the medals so far as the uv_0 is all grouped into a dot). I invite you to check some tutorials on how to rework the uv map for your uv_0. I recommend the meshing for beginners tutorial as it covers a lot of things that would be helpfull for you : Meshing for beginners- The uv_1 is also just a dot but that is less of a problem as you only added "accessories" to the original mesh so it should somewhat work out. - The weight painting is also weird. Shoulder pads are always pink whatever the bone so I am not sure what that gives in game but if it works for you then so be it :p Weight painting on the medals seems a bit extreme being full strength (red) on spine1, spine2 and L_clavicle. Gotta see how they behave in game but they might move at some point when they should not.
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Post by Zelrish on Sept 23, 2016 3:43:08 GMT -5
Btw I had a look at the sword and you have the same problems there. Some of the normals are not in the right direction and the UV mapping is not done. Weight painting should work out.
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Post by brybee on Sept 23, 2016 9:11:01 GMT -5
Btw I had a look at the sword and you have the same problems there. Some of the normals are not in the right direction and the UV mapping is not done. Weight painting should work out. i know your right and thank you for the input. I just cant seem to get this to work.
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Post by inabadromance on Sept 23, 2016 15:04:37 GMT -5
This outfit in general is very complex and requires you to read some of the tutorials as regards of making clothing/accessories goes. i can suggest a few. (but you can look for more here) (1) Guide to clothing creation.Morphs, uv_1 (watch video at the end of the first post) Most of the issues you're facing with your item is, as stated by Zelrish. - I don't see one of the cut numbers, the one that should be 0001. You should check the original outfit and see why it's missing. - You have two rigs on your blend, delete the copy. - unmapped parts. Sword, pads, medals. When you create an object from scratch you must mapped each part on an individual space in the texture. See (1), step 3-uv mapping. Also, the necklaces (that come from 2 different meshes) are overriding each other. You have to select one and move it elsewhere. After everything is mapped, you'll have to head over to photoshop or the image editor you're using and create your own texture mixing all the parts in one single dds. - flipped normals. The sword and the medals have the visible parts inwards. You'll have to select the part of the object that is having the issue and flip it's normals. see image.- none of your new meshes have the correct vertex paint color which controls which parts of the mesh react to sliders. You can check this tutorial for that. **note, remember that the weight transfer and uv_1 should not be applied to body parts (such as necks, hands). You have to separate the mesh from the skin by selecting the skin parts by hovering over them while pressing L to light them up orange. Then press P, and "selection" to separate them. Apply uv_1 or weight depending of what you want to do, and after the mesh is done, you click the skin group and shift click on your mesh, and click ctrl+j to join. Check the groups and cut numbers are okay.
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Post by brybee on Sept 23, 2016 16:19:10 GMT -5
This outfit in general is very complex and requires you to read some of the tutorials as regards of making clothing/accessories goes. i can suggest a few. (but you can look for more here) (1) Guide to clothing creation.Morphs, uv_1 (watch video at the end of the first post) Most of the issues you're facing with your item is, as stated by Zelrish. - I don't see one of the cut numbers, the one that should be 0001. You should check the original outfit and see why it's missing. - You have two rigs on your blend, delete the copy. - unmapped parts. Sword, pads, medals. When you create an object from scratch you must mapped each part on an individual space in the texture. See (1), step 3-uv mapping. Also, the necklaces (that come from 2 different meshes) are overriding each other. You have to select one and move it elsewhere. After everything is mapped, you'll have to head over to photoshop or the image editor you're using and create your own texture mixing all the parts in one single dds. - flipped normals. The sword and the medals have the visible parts inwards. You'll have to select the part of the object that is having the issue and flip it's normals. see image.- none of your new meshes have the correct vertex paint color which controls which parts of the mesh react to sliders. You can check this tutorial for that. **note, remember that the weight transfer and uv_1 should not be applied to body parts (such as necks, hands). You have to separate the mesh from the skin by selecting the skin parts by hovering over them while pressing L to light them up orange. Then press P, and "selection" to separate them. Apply uv_1 or weight depending of what you want to do, and after the mesh is done, you click the skin group and shift click on your mesh, and click ctrl+j to join. Check the groups and cut numbers are okay. I reverse the normal maps and in sims studio it is still missing. I am tempted to start over as this one has so many errors or just call it quits, when i read the tutorials i only half understand them which makes me think maybe i have a larning disability
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Post by inabadromance on Sept 23, 2016 17:57:33 GMT -5
Please re share your updated blend & package with the normals flipped.
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Post by brybee on Sept 23, 2016 18:35:41 GMT -5
Please re share your updated blend & package with the normals flipped. I reduced the scale and scope of my project. So in hope's of actually finishing It by deleting the medals and focusing on adding texture to the shoulder pads and sword and calling it done. Wont have to worry about uv sliders. But things always come up weird in Sims studio. Parts of the shoulder pad is inveresed and it displays both the characters texture and the texture I want on the shoulder pad.
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Post by inabadromance on Sept 23, 2016 21:37:17 GMT -5
That's because the uv map is placed incorrectly. Please check the step number 3 on the "guide to clothing creation" i linked you earlier.
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Post by Zelrish on Sept 24, 2016 5:36:39 GMT -5
You should also (if you did not already) test the current result in Game to see if you have weight assignements' problems. Studio will not show you that and only the game engine will make those problems visible.
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