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Post by Frockling on Oct 7, 2016 20:37:40 GMT -5
Hello everyone! I haven't created CC for Sims 4 in quite a while so I'm a bit rusty. I followed a tutorial I found on here on how to make meshes shorter. I seemed to have done something wrong along the way because my mesh is showing up a bit different when imported in Sims 4 Studio versus when it's shown in Blender. If someone could help me out or point me towards a helpful tutorial I'd be very thankful. Note: I've merged the two pieces together (the shirt and the nude top)
Here's the mesh in Blender:
And here it is in Sims 4 Studio:
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Post by Feyona on Oct 7, 2016 21:27:33 GMT -5
Hello Frockling! Could you share your .blend and .package files so somebody can take a look?
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Post by MisterS on Oct 7, 2016 21:27:44 GMT -5
You need to erase the texture in photoshop or similar as well or do what Feyona said since I been ninja'ed
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Post by Feyona on Oct 7, 2016 21:30:29 GMT -5
MisterS ( ) ( ) ( ) that was a total accident ( )
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Post by MisterS on Oct 7, 2016 21:31:25 GMT -5
Its all good, I was too slow (I'm older than dirt :P)
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Post by Feyona on Oct 7, 2016 21:34:30 GMT -5
Frockling I think MisterS is right and there is an issue with texture. You shortened the mesh but if your texture longer than uv map of the top, it will overlap the body.
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Post by Frockling on Oct 7, 2016 22:07:30 GMT -5
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Post by inabadromance on Oct 8, 2016 0:41:12 GMT -5
hi! The difference from the s4s viewer and blender is due to the fact that in blender, you have two different textures linked on materials. But what you see in s4s is how it'll look in game. When doing mesh edits, 99% of the time you'll need to modift your texture to accommodate the needs of your edit. In this particular case, you'll have to edit the alpha channel. You can select your mesh with A, head over to the uv window, export the uv and overlap it on photoshop to see how much you'll have to reduce.
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Post by Frockling on Oct 8, 2016 0:58:14 GMT -5
hi! The difference from the s4s viewer and blender is due to the fact that in blender, you have two different textures linked on materials. But what you see in s4s is how it'll look in game. When doing mesh edits, 99% of the time you'll need to modift your texture to accommodate the needs of your edit. In this particular case, you'll have to edit the alpha channel. You can select your mesh with A, head over to the uv window, export the uv and overlap it on photoshop to see how much you'll have to reduce. Thank you for this! I'm going to try it out and hopefully all goes well!
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