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Post by JennaBeanBean on Jan 8, 2016 19:11:48 GMT -5
Yoo! my main goal is to one day successfully make a hair mesh and I wanna make them as close to the game style as possible. So I've been studying the official EA hair meshes in blender, and I noticed something that almost all hairs have which is this 'cone' type thing inside: Does anyone know why/how they've done this? I was thinking maybe they added a cone object and then extruded the edges but I'm not sure. :( Do you have any tips on how to make a hair mesh that is close to the style of EA's? Thanks!
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Post by JennaBeanBean on Jan 8, 2016 20:13:50 GMT -5
Been messin around with the Long Rocker mesh ( ) and deleted all of the hair except for the cone. So I decided to try and select all of the outer edges, and extrude them outwards (e + s) will mess around some more
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Post by JennaBeanBean on Jan 11, 2016 20:32:12 GMT -5
aah... looks like making custom hair meshes from scratch is a myth for now. :'( although, MJ95 from thesimsresource (who is really friggin talented at modeling) has successfully made custom hair meshes from scratch so knowing it is possible is a plus it's just practicing the 'modeling' part and figuring out how EA does it that I'd like to figure out also I'm talking to myself so I'll er sleep
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Post by MisterS on Jan 11, 2016 21:32:08 GMT -5
Hair meshes are extremely complicated and time consuming, you need to know your way around blend max or maya (or whatever it is you prefer). Its advanced modeling and unless you know what are doing in 3d software you are pushing the proverbial up hill from the get go. The only way you are ever gong to make a hair mesh, is get really really good at meshing, and then its still nigh on impossible without the patients of a saint and the artistic skills of Leonardo da Vinci.
There a are a lot of talented people on this forum, only one has ever made hair meshes, and I have no idea how or how long it took, but it is not easy and not something that can be explained in forum posts.
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Post by JennaBeanBean on Jan 12, 2016 14:23:29 GMT -5
Hair meshes are extremely complicated and time consuming, you need to know your way around blend max or maya (or whatever it is you prefer). Its advanced modeling and unless you know what are doing in 3d software you are pushing the proverbial up hill from the get go. The only way you are ever gong to make a hair mesh, is get really really good at meshing, and then its still nigh on impossible without the patients of a saint and the artistic skills of Leonardo da Vinci. There a are a lot of talented people on this forum, only one has ever made hair meshes, and I have no idea how or how long it took, but it is not easy and not something that can be explained in forum posts. ayee, I definitely agree it's not as simple as 1 2 3 haha. I'm not really asking for explanation, but rather just discussion and theories/tips on how we can make it work together, no matter how hard or long it would take. even if it gets no-where, just experimentation and having fun with it seemed like it could be interesting. I've already modeled certain hairs here and there each with different methods to try and get the 'clay' effect. while it probably wasn't the same method as EA, there was some success. although I haven't tried to UV map, texture, weight or import any of these meshes into the game yet. The main focus for me is meshing for now. thought it would be good to challenge these difficulties, but I respect anyone who wouldn't want to
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Post by JennaBeanBean on Jan 14, 2016 21:26:02 GMT -5
ah, I think I've figured out the 'cone' thing, it might be there to make it easier to set the origin point (the orange dot) in the center of the mesh. been working on a very simple medium pony-tail base. if I can create this base, and get it into the studio successfully, that hopefully that would be the first step to one day creating a full hair so far I've created the mesh with hat cuts, transferred the weights, painted the vertex paint and done the UV0 and UV1 maps for the mesh and hat cuts. also looked at every detail of the EA mesh and tried to copy every setting the best I could, (clicking the scene button ( ) and scrolling down to 'the Sims 4 Studio CAS tools', choosing 'type' as GEOM and adding '0002' as the 'cut' was important to get it to show up in the sims 4 studio) I added a small hole where the pony-tail would go. since this is just a basic base, it's ideal that you would mesh additional style, bangs, a pony-tail etc. so here is the mesh in blender: and here is the mesh finally in the sims 4 studio. still will need to tweek the mesh here and there of-course haha (haven't touched the textures yet, so I'll work on that later) the main kicker now... it getting it into the game and see if it goes haywire
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Post by JennaBeanBean on Jan 15, 2016 16:04:13 GMT -5
also I used this to copy the weights, bone assignments, vertex weight etc: so here's what the the UV looks like (600px x 1200px actual size): and on the S4S model it looks like this: as ye can see, there are definitely a few imperfections and jagged parts, those are one hurdle to get over. Also the hole at the back has been filled in for some reason so I'll have to look at that. now... as for the actual game... here we go... OH GOD. OH LORD KILL IT
cough hahaaa.. yee, so there is the next hurdle/challenge. I've seen others have the strange stretching mesh problem, and the answer has usually been because of over-weighting. so I'm wondering if over-weighing or incorrect weighting is the issue here? I know I'm just asking myself questions and no-one's actually there to read them or reply hahaha, but ayee... I guess this is like a way... to ask myself questions and try to understand a solution.
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Post by Elegant Lily on Jan 17, 2016 0:46:24 GMT -5
Try starting with something more basic like attaching few planes to the hair and redoing it . Also do you have any other 3d programs you know how to use like maya?
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Post by MisterS on Jan 17, 2016 0:55:46 GMT -5
I know I'm just asking myself questions and no-one's actually there to read them or reply hahaha, but ayee... I guess this is like a way... to ask myself questions and try to understand a solution. We dont mind if you talk to yourself JennaBeanBean
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