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Post by mauvemorn on Jan 14, 2021 15:09:06 GMT -5
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Post by mel0nberry on Jan 14, 2021 17:10:30 GMT -5
thank you so so so much mauvemorn! I have another dumb question, is it too high poly? I don't know how to check and it's been importing to S4S for over an hour now. I restarted it (like an idiot) and now i'm waiting again D:
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Post by mauvemorn on Jan 14, 2021 17:24:13 GMT -5
It is because of subsurf modifier. All of them ( beside Armature) must be applied. Before you do this,lower subdivisions
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Post by mel0nberry on Jan 14, 2021 18:29:44 GMT -5
ah you've been a lifesaver! I have another question/problem, I am SO sorry :-S what can I do to fix this? I reuploaded the package here if it helps! further apologies and again, thank you so much for your help! it's helping me learn so much.
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Post by mauvemorn on Jan 15, 2021 8:15:28 GMT -5
In edit mode select everything with A, then select b__Head__, click on Assign button. Your mesh does not have a uv_1, it will not morph properly
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Post by mel0nberry on Jan 15, 2021 12:25:41 GMT -5
I think i've messed up horribly somewhere along the way :( I don't know if that box of UV is typical for hats, but I was looking at references for other clothing items and it seemed that their UV's were kind of transparent instead of one solid UV square. i've reuploaded the package and .blend file hereahhh apologies again, i'm a total beginner!
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Post by mel0nberry on Jan 15, 2021 12:31:12 GMT -5
sorry, another thing to add: for the vertex groups, I typed in "b__Head__" instead of (maybe) selecting it and assigned it. also, I did do the data transfer from EA's hat mesh to my mesh but I deleted EA's mesh afterward.
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Post by mauvemorn on Jan 15, 2021 14:33:12 GMT -5
The uvs look white because all 6360 of them lay on top of each other. Go back to the file you shared initially or re-unwrap this one. You need to assign it.
You do not need the reference mesh after you transfer the data, but the data either did not transfer or you reset the result. Watch a different tutorial that is more comprehensible
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Post by mel0nberry on Jan 15, 2021 16:58:55 GMT -5
Thank you! It seems like I keep making wrong turns :( is there any other way to do this UV mapping so that the mesh doesn't end up cut out of the head like this or do I have to edit all the vertices(?)? Since my mesh is a weird shape, do I have to form it around the base texture? I have played around with wrapping it around the toddler uv map and the base texture, but all the outcomes when I import it to S4S seem to be cut out/transparent at the back. I tried leaving some "hanging" out of the boundaries of the UV and base texture, and I have made it so that it fits perfectly around the top of the head in the base texture, but the back of the head is always transparent. Also, did I somehow mess up my texture along the way? As much as I love skin colored things, this helmet does not look good in it haha. Sorry for coming back so often x_x EDITED TO ADD: As I was doing this, I was watching tutorials for the UV wrapping steps, but they are all for tops and all the shortcuts they had didn't apply to me since my mesh is a hat so unfortunately those didn't help as much as I needed :(
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Post by mauvemorn on Jan 15, 2021 17:53:50 GMT -5
uv_0 map projects texture on a 3d model, uv_1 is responsible for morphing. here is a template that is meant for uv_0, use it as a guide sims4studio.com/post/58687/thread Without proper uv_1 the mesh will not adjust to the shape of the head - select the hat, create 2 uv maps, name them uv_0 and uv_1; - choose uv_0, in edit mode set the template i linked before as the background, put the uvs in the right place; - unfold rig, click on the eye icon next to head_0 to make sure this is the head, not teeth, make it selectable. Add Data transfer modifier to your hat, choose head_2 as source object, set the rest like this, apply in object mode; " it does not matter what you are adapting, the process is the same the mesh is not missing, the texture is simply transparent in that area. Since you have skin texture with transparency, it is displayed that way in s4s
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Post by mel0nberry on Jan 15, 2021 20:46:37 GMT -5
I think I have it all figured out, just one thing that I noticed: When in the game, the hat will move depending on what type of clothes they have on. I've noticed that it doesn't happen with EA clothes, but it does happen with cc clothes, but not all of them. The first one with with EA clothes, the second with CC, and the third is with CC but it works! Is there any way to fix this?
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Post by mauvemorn on Jan 16, 2021 6:23:22 GMT -5
Share the updated blend and package please
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Post by mel0nberry on Jan 16, 2021 8:50:52 GMT -5
Whoops, sorry! Here they are
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Post by mauvemorn on Jan 16, 2021 9:58:54 GMT -5
Try this package with the same outfit and tell me if the issue persists. The explanation depends on the result
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Post by mel0nberry on Jan 16, 2021 13:36:04 GMT -5
Ahh magic! It did work
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