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Post by riskysimmer on Aug 14, 2020 23:10:11 GMT -5
Hi! I'm pretty new at blender, just started yesterday and came across a bit of an issue that I don't really know how to fix. I've attached an album to hopefully show what my problem is but pretty much what I did was follow S4S's tutorial on how to make a top from an outfit, did it alright and now im getting the double problem in CAS which is posted below. I also joined a nude mesh with my top in hopes of it being fixed but i dont know if it did anything, i cut her clothes in blender that gave her a bit of a void in the abdomen area then used the nude mesh and deleted the arms of NM, so she could have a stomach instead of a void. I have a feeling it might be due to the diffuse map being different in blender compared to the diffuse texture in Sims4Studio.
Any help would be heavily appreciated cause I don't really know what the issue is or even what to google for lmao. Album to show my problems
Thank you for reading.
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Post by mauvemorn on Aug 15, 2020 2:14:39 GMT -5
Hi. In Blender each face can have its own diffuse texture assigned to it. The legs have the body texture and the upper body has the top texture. In The Sims 4 there can only be one per CAS Item. I'm not sure from just looking at pics, but you either need to edit the maps to not go in the area if legs or edit the uvs of the top to not go there
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Post by riskysimmer on Aug 18, 2020 11:01:20 GMT -5
Hi. In Blender each face can have its own diffuse texture assigned to it. The legs have the body texture and the upper body has the top texture. In The Sims 4 there can only be one per CAS Item. I'm not sure from just looking at pics, but you either need to edit the maps to not go in the area if legs or edit the uvs of the top to not go there Thanks for the reply, I'm still really stuck and I have no idea what to do. I'll post my blender file just in case you or someone else wouldn't mind checking it out and guiding me to help fix the stomach issue. My head's being split open as I'm so confused on what i'm doing wrong. I moved my png file and uv a bit higher following this guide's recommendation but when i go in sims4studio i'm still getting the problem of my clothes overlapping in the stomach.
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Post by mauvemorn on Aug 19, 2020 14:12:50 GMT -5
We need access to the file
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Post by riskysimmer on Aug 19, 2020 15:10:36 GMT -5
We need access to the file Sorry! That's a rookie mistake, I saw some more posts and realize that I should post both my blend and package file. I tried to fidget around with trying to remove the overlapping texture and moved around my texture and shrunk the stomach a little bit. It worked, I no longer have the clothes overlapping the stomach, I do however have 3 belly buttons now
PS: Thanks for being so patient.
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Post by mauvemorn on Aug 19, 2020 17:59:07 GMT -5
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Post by riskysimmer on Aug 19, 2020 22:43:31 GMT -5
Thanks! Okay, i went back to the previous version of the blender file and am using your new blender as a reference. I have a question, I am assuming the red circle below is from this tutorial
so my next question is where do I get this circle texture from? I can follow everything else pretty clearly, just a bit confused where it came from or how to make it
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Post by mauvemorn on Aug 20, 2020 5:48:24 GMT -5
Yeah, basically if there are holes in the mesh that would be visible from certain angles, you want to close them and unwrap them like this: How to close holes: - Switch to Edit mode ( TAB ), switch to Edge select ( 1 ), select the border edge loop ( 2 ) by Alt-RMB-clicking on it; - Press E to extrude, S to scale, scale it down ( 3 ); - Press Alt M and choose Collapse ( 4 ); - Switch to Vertex select, select the vertex in the middle of created geometry, optionally move it up a bit, press Shift NumPad7 to align the view parallel to it; - Select - Select More/Less - More ( 5 ); - Shading / UVs - UV Mapping - Unwrap - Project from view* ( 6 ); - In UV editor scale it down ( S ) and put somewhere in the extra area; - Select the same border edge again and mark it as Sharp* ( 7 ). * - The Sims 4 Studio automatically splits imported mesh along UV island borders to prevent dark shadows from forming along sharp edge loops. By closing holes, you create sharp edge loops. By unwrapping created geometry, you make sure it will not only properly display textures, but also its UV island border will be split by S4S. By marking the border edge as sharp, you make sure the dark shadow along it will disappear in Blender, too, and the baking result will not be affected by it That part of the texture can be found in the bottom right corner, its much bigger there, but you do not need to waste so much uv space for something that would be barely visible. While we're at it, you want to avoid that part of the uv space because everyone puts everything there and you end up with CAS full of items that cannot be used together So you need to close the hole first, unwrap, then create a new uv map, re-arrange the uvs, and re-bake the texture. That or you can simply edit that part in photoshop or whatever you use
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