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Post by buddyboi63 on Apr 27, 2020 20:16:58 GMT -5
Hello, So I made a post on here a while back about a mesh I was trying to make using the base women's biker vest. Specifically, the coloring of the exterior clothing mesh was being copied onto the Sim's body underneath the vest, and I needed help fixing it. On that post, I received some very helpful information (which I am greatly appreciative of, just to clarify), however I've been trying to make sense of what it means since then. This being said, can someone explain to me or walk me through what the following advice means? I'm pretty new to creating CC, so any clarification I could get I would be grateful for. " Hi again. All CAS items share the same uv space, meaning the garment and the body underneath it are using the same uv space and the same textures. If you look at your uv_0 map, you will see that the garment's uvs overlap with those of the body in the chest area. Since the garment is symmetrical, the easiest way of dealing with it would be to just flip one half onto another and edit the diffuse, specular and normal maps Or you can edit the body's uvs but that will affect the skin's and the bra's textures (well, not textures but how they are displayed) - in UV editor enable sync; - select a few faces on the left front side of the vest, Select - Linked to select the rest; - disable sync to isolate it, select everything with A, UVs - Mirror - X axis; - enable sync again, move this uv island on top of another one; - do the same for the back; - select the front two, type R -90, then G and move them like this - select everything, UV - Export uv layout and use it to edit the textures " Thank you so much to anyone who's willing to help Read more: sims4studio.com/thread/20247/outter-mesh-color-projecting-underneath#ixzz6KrijFWQp
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Post by freeasabird on Apr 27, 2020 20:45:40 GMT -5
Ok, I'll give this a little try. I don't do clothes but I live in Blender. The clothes and the sims body act as one, they move together which is why they are on the same uv map. The Uv map is the Bones of any creation, it shapes the project, whether clothes or object. It can make textures look amazing or if unwrapped badly look awful. Uv islands are I think just areas on the map that are grouped together. If I make a pot of flowers there will be the base and the flowers both are laid out separately so I guess they are islands. The top seems to be the same either side (symmetrical) so the advice is saying highlight one side of your mesh then click 'shift & D' (together) to duplicate it and then (try hard not to move the mouse for the next bit until you have clicked and released the mesh) go to the bottom, click mesh, scroll to mirror choose X Global and click, the highlighted bit will flip over horizontally to form the opposite side click to release the mesh or it will jump across the screen, and then slide across and join to remaining mesh. To finish and join the vertices you can select the two you want to join then click 'alt & m' (together) and then center. this will 'knit the vertices together. I hope that helped a bit, others here a lot more knowledge about clothes and I'm sure someone will be along soon.
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Post by jjkrebs on Apr 27, 2020 22:14:01 GMT -5
Not sure if these will help, because I don't know where your mesh is mapping to, but these are the layouts of textures.
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