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Post by kahluamilk on Oct 24, 2019 10:29:01 GMT -5
I have made another post regarding if someone was willing to be commissioned to do the hair of Kougami Shinya but I think chances are slim for anyone to do it, so I got back at trying to make them myself. It is my first mesh try and of course I encountered the usual issue. The mesh is mess, since it doesn't hug the head and some hair is going through the head but I can clean that as I did in other tries. The main issue is this (But this is how it shows in Blender and 3dsmax with no issues:) I have seen the tutorial regarding the order, maybe too late, but is it that important???? It seems that not only the issue is transparency but also all the backfaces are culling in game which I don't want, and have disabled this from the mesh in Blender and 3ds max. I have opened a mesh like Kijiko's which has this whole spiky hair look and she ain't using any backface culling. What should I do?
But this is how it shows in Blender and 3dsmax with no issues:
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Post by mauvemorn on Oct 24, 2019 10:47:39 GMT -5
Hi. Disabling/enabling backface culling affects only how the mesh is displayed in Blender/3ds max. To make sure both sides are visible in-game, you need to duplicate, offset (better to do it with solidify) the mesh and flip its normals. Then you need to layer planes so that the game renders the mesh in the right order. The hair going through the head is probably related to the lack of a uv_1 map. Most likely is not vertex painted either. Anyway, here are a video, blend and package files. The person who created the back side geometry by extruding/solidifying the mesh didn’t remove the side geometry that was created in the process, which is why I started by removing doubles. Then I fixed normals and adjusted smoothing. I used Solidify to create the back side geometry and, using isolate and show hidden shortcuts, removed the sides. Then I separated outer and inner geometry and joined everything on the empty meshgroup. Then I transfer a uv_1 map, pay attention to the settings, they are not the default ones. The meshgroups in the blend you import in the package must have the same vertex groups as the original blend you replace. If it is not the case, there may be distortions. You should export the mesh you're using as a base for your package and transfer weights from it. Hairstyle blend files contain 3 meshgroups: original form ( cut number 0002) and 2 hat chops that interact with 2 types of hats. If you don't want to make them compatible with hats, just duplicate it twice and change cut numbers. As you see in CAS, ponytail still has transparency issues, you might still have to separate them individually. Shorcuts: TAB – switch between Edit and Object modes; A – select everything; H – hide selected; Shift H – isolate selected; Alt H – show hidden; Ctrl L – select linked; Ctrl J – join selected; Shift D – supplicate; P – separate; Delete – delete menu; B – box selection; Holding Ctrl – lasso selection;
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Post by kahluamilk on Oct 24, 2019 11:40:31 GMT -5
Thank you so so so much for your detailed answer. Will do these right away.
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Post by kahluamilk on Oct 24, 2019 12:25:01 GMT -5
If I may ask, what is the difference between uv_1 and uv_0? I have checked my UV maps and it all seems good. And another question. What do you mean by order when it comes to offset. For weights (dunno what is the difference with vertex paint) I did what was in the video since I saw it in another tutorial. The whole transfer eights thing.
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Post by mauvemorn on Oct 24, 2019 13:37:12 GMT -5
Uv_0 map projects a texture on a 3D mesh surface Uv_1 map defines how the mesh will deform in the process of body customization in CAS Vertex paint defines what variations of deformation maps the body will deform according to. If the mesh is not vertex painted, it the mesh will not morph Weights define how much influence each bone has over specific area on the mesh, or in different words, how the mesh will follow animation
Order (not only in offseted part, the whole mesh) is important for rendering in-game. This glass shader is tuned in a way that the game cannot tell which planes comes first on its own, so you have to layer them. You solidify the mesh to create that "backside" geometry, but with it side geometry is created, too, which you need to delete. It's tricky, but you have to experiment.
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Post by kahluamilk on Oct 24, 2019 13:48:31 GMT -5
Once again thanks for your time. I have a much better understanding now. But still got another question. How do you layer the planes? I have thankfully another file which contains all the mesh's seperate planes (though they are way way way too many)
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Post by mauvemorn on Oct 24, 2019 15:00:23 GMT -5
Here an author explains in what order to separate planes sims4studio.com/thread/3857/most-transparency-issues-alpha-glassHere's how to do it in blender Then separate every plane in order from top layer to bottom (press L to select plane, then P to separate). Separate everything till s4studio_mesh_1 is just an empty mesh (in edit mod it should just be an origin to show the middle but there should be no verticies etc). You should have a bunch of separated meshes. Then, select them all from the highest number to low (for instance mesh_1.0075 then mesh_1.0074 then 73 etc etc etc), and when all selected, make sure you active selection is on mesh_1 (the empty mesh), and press ctrl + j. This worked for an alpha hair I made in Blender.
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Post by kahluamilk on Oct 25, 2019 0:29:05 GMT -5
Once again thank you so much. Cause I have seen this tutorial but didn't understand what she meant, especially when she was talking about making something from one plane instead of 2.
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Post by kahluamilk on Oct 26, 2019 7:55:48 GMT -5
I did everything in the tutorials and what you said.... But the transparency issue is still there.... Is it possible to upload the blender file so you can take a look at it? I have been trying for hours since yesterday I don't know I am missing in the steps..
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Post by mauvemorn on Oct 26, 2019 9:30:43 GMT -5
Sure
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Post by kahluamilk on Oct 26, 2019 10:24:17 GMT -5
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Post by kahluamilk on Oct 28, 2019 13:55:49 GMT -5
Sorry... Have you checked the file? I am still trying to figure out what I am doig wrong to no avail...
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Post by sigma1202 on Oct 28, 2019 15:09:22 GMT -5
I have no issues inside my game, I used the white texture because the black one doesn't have transparency
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Post by mauvemorn on Oct 28, 2019 16:47:49 GMT -5
My apologies, couldn't access my pc, has been writing from mobile. Glad sigma figured it out 🙇
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Post by kahluamilk on Oct 29, 2019 5:14:32 GMT -5
Thank you so much!!!!!! Jesus!!! It was such a simple thing!!!
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