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Post by escargotmargot on Jun 26, 2018 8:28:35 GMT -5
Thanks zaicy for your answer! I retried and it worked, there are only some weird parts on the bottom half of my baked shadow but I think I just need to separate my pieces and make two different clothes, a top and a bottom. I'll try doing the whole thing again. For our common problem about the fading mesh I think the girls explain it well in these two videos: (the videos should start at the beginning of the instructions you need to follow) Basically we need to close the holes. I did it following the first video and then did like in the second one (moved the center of the hole and clicked on "edge split") for the wide holes so the mesh isn't weird. I mean I don't see the point of creating a wide turtle neck if it's closed at the top... For open blazers or even frill shirts/shorts/tops like I once tried to make I don't have any solution. I'm thinking about posting in the Creator help section some day. Hope the videos can still help you...
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Post by panthergirlsim on Jul 10, 2018 14:18:19 GMT -5
Can anybody tell me after doing this several times myself and there is always a problem, anyho, when I import the mesh into Sims4studio the arms are missing, what did I do wrong? Thank you
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Post by annabluu on Jul 10, 2018 15:36:33 GMT -5
did you join the arms with the mesh and then import?
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Post by panthergirlsim on Jul 10, 2018 16:00:02 GMT -5
did you join the arms with the mesh and then import? At which step do I join the arms with the mesh? This is where I think I'm messing up: After step 10 when I transfer the weights, then at step 11 it says "Open your .Blend with the MD mesh grouped with the Nude mesh, as well as the mesh we exported for the uv_1." I saved at each step as instructed, so which step do I go back to for the step 11 file so that I have the MD mesh grouped with the Nude mesh? Thanks
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Post by annabluu on Jul 10, 2018 16:06:31 GMT -5
you don't need to join with the mesh until you're 100% done with everything blender related. this tutorial i believe tells you to join the mesh together before uv_1 and weight transfer, but this can also mess up ea's mesh and nothing is as perfect as what ea created. so join them as the last step
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Post by panthergirlsim on Jul 10, 2018 16:24:55 GMT -5
you don't need to join with the mesh until you're 100% done with everything blender related. this tutorial i believe tells you to join the mesh together before uv_1 and weight transfer, but this can also mess up ea's mesh and nothing is as perfect as what ea created. so join them as the last step I have to join them in order to edit the uv_0 right? so at which step are you referring to? I didn't join them after I did the data transfer is that's what you're asking me. Thanks again
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Post by annabluu on Jul 10, 2018 16:42:50 GMT -5
well i always use this template when doing uv_0 so i don't have to join them. if you need to have them joined together in order to do uv_0 the way you want to, you can join them and then separate them again in edit mode, selecting the arms and then using the P key.
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Post by panthergirlsim on Jul 10, 2018 21:37:13 GMT -5
I did the step where you delete some of the reference mesh so the clothes morph correct but when I make the sim as fat as possible it gets holes in it, does that mean the mesh is too tight?
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Post by lonepudding18 on Jul 16, 2018 18:36:18 GMT -5
Hi, hopefully someone can help me. By the end of this tutorial my top has been decimated twice as I read this was a reason for the mesh not importing back into S4S. It now has around 7,000 polys but still doesn't show up in S4S. It looks REALLY low poly in Blender and I don't know if that's how it's really going to look, but I hope not. I'll try to attach a pic. And here's what it is meant to look like:
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Post by annabluu on Jul 16, 2018 18:50:50 GMT -5
are you sure it's not because of the cut number? please look at this tutorial for more information about cuts.
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Post by lonepudding18 on Jul 17, 2018 12:40:35 GMT -5
are you sure it's not because of the cut number? please look at this tutorial for more information about cuts. I was not expecting a reply so quickly! Thanks for that, it looks quite confusing but hopefully I can understand.
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Post by lonepudding18 on Jul 17, 2018 19:22:28 GMT -5
are you sure it's not because of the cut number? please look at this tutorial for more information about cuts. Hi, the cut number was initially wrong. Unlike the tutorial, mine is a top that only had one mesh part and so I only had to change one cut number. This made no difference though. The mesh still won’t import into S4S. Any other suggestions?
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Post by annabluu on Jul 17, 2018 19:23:24 GMT -5
can you share the package file and the blend file?
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Post by lonepudding18 on Jul 17, 2018 19:49:07 GMT -5
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Post by annabluu on Jul 17, 2018 20:06:15 GMT -5
the package you cloned has three cuts and your mesh only has one. you can either fix this by creating an additional two cuts to your blend file or by cloning a new package. you can still use the same reference mesh; just create a new package with something that has one cut. the yfTop_Camisole top is what i usually use when my files have one cut. i also noticed that your shirt's cut number is 0002. if you're going to clone a new package that only has one cut, you need to change this number to 0000.
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