Kevinharahap12 Posted April 1, 2024 Posted April 1, 2024 I've been experimenting with Wicked Whims undressable outfit. Since then, i've been managed to create some outfit like this.. I know its not that great LOL. But i had a problem when i managed to make undressable outfit from this cc. I've managed to make it look like this Again, i know its not look great lol. But when i imported the texture, it looks like this. I've baked the texture and look like this Does anyone know what is the problem? I know it must be something with the UV mapping, because i don't know that since i just learned how to make this kind of outfit. If anyone know the problem, tips, or how to do it properly, i'd be grateful. Thanks! 1
yayoyu300 Posted July 12, 2024 Posted July 12, 2024 (edited) It's a problem with your mesh's uv_0 map. As it is, you're using the uv_0 of the original, dressed-up outfit on the undressed outfit that hasn't had a proper uv_0 made to account for the shifted polygons of the blouse and skirt. So, when you add the default female body mesh under where the clothes mesh was originally, the texture from the original mesh is painted onto the body's skin. I'll share some pictures of my own: 1. This first image shows the unedited mesh and its corresponding uv_0 texture map. 2. This next image shows the edited/undressed leggings with the same uv_0 as the original. It's hard to tell in Blender, since the default female Sim seems to have the proper skin texture applied, but in-game, it's a different story; you end up having the exact problem you're facing. 3. Compare this third image to the previous one above. The texture for the yellow leggings is positioned EXACTLY as the texture for the female lower body skin. This gets applied on top of the default skin, so we have to edit the uv_0 and the texture, but we'll use this current uv_0 to generate a new uv_0. In the Data tab, go to the UV Map section, select your uv_0 map and duplicate it by clicking the + button. Rename it something like I did here: To your undressable mesh, add a Data Transfer modifier and set the source as the female bottom body. Check the Face Corner Data and Face Data options and open them up. Under Face Corner Data, click the big blue UV button and try out the Nearest Face Interpolated option for Mapping. With this last option, I play around with it; I'll try out one of the options, apply the modifier, and then check and see what my new uv_0 looks like. If I don't like it, I just undo the Apply Modifier operation and I try again. I usually settle on whichever gives me the best results. Apply the modifier The new_uv_0 map should look like this now! After about half an hour of tweaking stuff, I settled for the following Data Transfer settings. Have a look at the marked areas. In the Shader Editor pane, I only kept the DiffuseMap node with the original dressed-up leggings texture. I duplicated the DiffuseMap node and added a UV Map node. Have a look at which uv_0/new_uv_0 I assigned to which diffuse node. Make sure to create another texture with the appropriate dimensions that you want to bake the original texture with the edited uv map onto. BTW, this same Data Transfer setup worked flawlessly with uv_1 maps as well! In the end, this is what my result was: Make sure to transfer weights properly. In Object Mode, select your default female bottom and then Shift + select your undressed mesh. HIt Ctrl + Tab, select Weight Paint, press F3 and type in "transfer" and choose the Transfer Weights option. Unfold the Transfer Mesh Data drop-up panel that appears on the bottom left and set up the fields like this: Now, you want to set up Vertex Paint. Select your undressed mesh in Object mode, hit ctrl + tab and select Vertex Paint. Now, switch to Solid view mode with Z + 6. You want it to look green, so hit the N key, click the Tool tab on the side menu that pops up. Click on the left color block, go to Hex, and use the value 0x00FF00. Hover over your mesh and press Shift + K and it'll receive that green color. **Two hours later Okay, so it turns out if you want to make a mesh like below, you have to make sure that any polys that are visible to the player (skin polys, in this case) don't have ANY clothing texture on them. So, I had to edit my legging uv_0 to look like the left side. After making my uv_0 as above, this is the result in S4S: I'll load it up into my game and see if it deforms properly. This is pretty much the gist of how to make an undressable look "good", especially when you have overlapping skin texture and clothing texture. If I run into any issues while testing my mesh, I'll edit this post. I hope you find good use out of my explanations. I know it's a very long and sometimes tedious process. This took me a very long time to figure out and I still forget some of the steps, but always remember to take a break, take some time to think things through, and try certain things out. Sometimes, you even have to scrap things and start all over, but hey, that's part of the learning process. Don't forget to set up your Wicked Whims Undressable Tunable XML Snippet Tuning! If you'd like, I can come back at show how to set that up. If not, just know that Turbodriver has decent instructions as well as a Snippet Tuning template over on their itch (dot) io webpage (the one where they host the WW download). Good luck and I hope you find that this helps you! Sorry that it's now July when you asked for help back in April! 😭 I wish I would've seen this sooner. Edited July 12, 2024 by yayoyu300 Images got out of order somehow??? Really annoying lol 2
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