![]() ![]() And only now you can split the mesh into meshgroups. I asked which tutorial you'd like to see next and most votes went to splitting a. Then you can bake textures and make lods. Today's CC Tutorial for The Sims 4 was decided by you guys. Import the mesh from md, cover holes, transfer weights and uv_1, vertex paint, delete all parts of the body covered by clothing, make uv_0, join the body with the garment, assign the type and the cut number, import in s4s, check how it behaves. So you clone a similar maxis dress, export the blend, open it, save it under a new name, join all meshgroups into one ( this is your reference now). you should adapt the mesh as one meshgroup, check how it behaves in-game, then you can split it. In short, making a dress? Clone a dress of the same length, use it as a reference, and import your blend there. If you're going to use it as a reference for the data transfer, you need to make sure that whatever you clone to start a package is also affected by these bones. a dress can be affected by skirt and foot bones. the uvs are in the sections for tops and bottoms To understand how something should be made just study a similar maxis mesh.Ĭlone a maxis gown, export its blend and pay attention to the next 4 things:
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