|
Post by mikuv123 on Dec 9, 2020 11:29:24 GMT -5
|
|
|
Post by mauvemorn on Dec 9, 2020 12:24:59 GMT -5
Hi. The Sims 4 shades everything as smooth, sharp edges included unless they are split. If they are not split, this dark shadow along the edge loop appears. [/div] To deal with that, yo need to split them yourself When you or a maxis developer closed holes at the bottom of the top and sleeves, vertices at the very center of those created geometries were made. Select those vertices, then go to Select - select more/less - more. Now you have these "caps" selected. Then deselect those vertices in the middle. Now only edge loops are selected. Mesh - Edges - edge split. If something is unclear, please share the blend and package files
|
|
|
Post by mikuv123 on Dec 9, 2020 12:34:54 GMT -5
Hi. The Sims 4 shades everything as smooth, sharp edges included unless they are split. If they are not split, this dark shadow along the edge loop appears. [/div] To deal with that, yo need to split them yourself When you or a maxis developer closed holes at the bottom of the top and sleeves, vertices at the very center of those created geometries were made. Select those vertices, then go to Select - select more/less - more. Now you have these "caps" selected. Then deselect those vertices in the middle. Now only edge loops are selected. Mesh - Edges - edge split. If something is unclear, please share the blend and package files[/quote] tysm will try that out!
|
|
|
Post by mikuv123 on Dec 9, 2020 14:49:13 GMT -5
Hi. The Sims 4 shades everything as smooth, sharp edges included unless they are split. If they are not split, this dark shadow along the edge loop appears. I have attempted it and went back in game and they are on sleeves and neckline as well the weird shadow in blender is gone but in cas it's still the same :( weird specs on the chest as well heres my files www.simfileshare.net/download/2181397/ www.simfileshare.net/download/2181398/
|
|
|
Post by mauvemorn on Dec 9, 2020 17:03:39 GMT -5
1). All parts of the body covered by clothing must be deleted. What you are seeing poking out in the chest area is the body underneath. You also have overlapping geometry in the scene 2). The uvs are messed up 3). The geometry created to close holes should be unwrapped You should delete nude upper body underneath the top and geometry created to close holes, then redo everything properly 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. All CAS items share the same UV space. Each has its designated area. To avoid overlapping, make sure to place UV islands not only in their designated areas but also in the vacant space. 1). Select the body, switch to Edit mode ( TAB ), disable Limit selection to visible; 2). Select everything covered by the garment, press Delete and choose Faces. If the garment has skirt-like bottom, make sure to leave at least one row of faces. Otherwise these deleted areas will be visible during walking; 3). Enable Sync, select everything with A; 4). Click on Browse and choose any texture; 5). Shift-select the garment, select everything, choose THE SAME texture, check View - Draw other objects. 6). G to move, S to scale, R to rotate. Following the first two with X/Y will constraint transformation to horizontal/vertical axis. Following any with a number will move/rotate the selection by that number of pixels/degrees. By default UV space is square ( 1:1 ), but TS4 textures are not ( 2:1 ). UV islands that were generated in the square space will become stretched vertically when rectangular textures are applied. To bring them back to their original size, select everything in UV Editor, press G Y 0.5 Place the garment's UV islands in the right spot. Make sure to scale them uniformly unless some need extra definition ( buttons, zipper, other small details ) or are hidden ( geometry created to cover holes, back side of clothing, etc ).
|
|