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- UV-map problem
Replies: 19 (Who?), Viewed: 4317 times.
#1
5th Mar 2011 at 11:47 AM
Last edited by Nors : 6th Mar 2011 at 7:43 AM.
Reason: Updating with an image :)
Posts: 172
Thanks: 2889 in 6 Posts
UV-map problem
Hello, long time no see!Yesterday I finally succeed with making dress mesh, without it explode in game or in TSRWS. Which I'm very happy for
Anyhow. I have problem with the UV-map. I'm making a lolita dress (I dress in that fashion. So ofc I wanted to incorporate it to sims!), and the skirt is indeed very fluffy. And that leads to problem. I frankensteined it together of afBodyDressShortFlaredFolds' skirt and the top of afBodyDressTight_halter.
And gosh. The UV-map is horrible. The texture looks stretched out on some places and doesn't line up.
I've tweaked and tweaked but it still doesn't look acceptable.
Picture:
I don't know what to do more, I need help! I've attached the .ms3d (in a .zip)file, but if you'd like another file-format I'll fix it.
So. Help? '
Thanks in advanced
EDIT:
Link to the UV-map:
http://img69.imageshack.us/img69/9999/uvmap.gif
Attached files:
nors_lolitamesh_backup6.zip (415.3 KB, 7 downloads) - View custom content | ||
1128448 03-05-11 12:30 lolitamesh_backup6.ms3d -------- ------- 1128448 1 file |
Tumblr: Springbunnysims
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#2
5th Mar 2011 at 7:03 PM
Could you take a pic of the current UV Map? It'll make it easier to make suggestions if we know what you're working with.
What I lack in decorum, I make up for with an absence of tact.
What I lack in decorum, I make up for with an absence of tact.
#3
5th Mar 2011 at 9:46 PM
Posts: 4,419
Thanks: 2483 in 21 Posts
With a skirt like this it might be easier to remap the front and back, that way all horizontal vertice coordinates are already inline.
If you want to have a go:
Regroup the front part of the skirt and the backpart of the skirt in new meshgroups.
Assigne a material to both
Go to the texture editor and make a rectangle were the front skirt should be mapped(roughly), using the region button.
Map the front part of the skirt in that rectangle(use the front skirtmesh and choose front and choose front in mapping options)
In that same rectangle you also map the backpart of the skirt(use the back skirtmesh and choose back in mapping options)
Now tick the lock Y box so the vertical axis will be locked
Move away the backskirt vert coordinates(outside the uvmap)
Regroup the 2 skirt meshes with the toppart
Select both the front and backskirt on the uvmap and move the front skirt in the center of the top part, then deselect it and do the same with the backpart(keep a tiny gap between the top and bottom parts)
You have to untick the lock Y box to move them vertical, when done tick it again.
You now have both centered and horizontal inline
Now select either the front or back and scale all vert coordinates so that they match the top starting by the center vert coordinates and then working your way to the sides:
Select the whole front(or back) and start to scale so that the vert coordinates next to the center rougly match the top(you will see that the center will be off quickly but use the move button to recenter the skirtpart, scale and recenter, scale and recenter.
When they match the top you deselect them and go to the next row all the way to the sides, when done do the back(or frontpart)
Just keep you lock Y box ticked when doing this and when both are horizontal in place the last thing is to scale them vertical.
This is time you lock the X and select/scale both parts in one time, use the move button to match them again with the top if the rows exceed the bottom row of its vert coordinates.
I personal love to map skirts like this, should write a tut....
Note,
If your regrouping the front and back of the skirt then make sure you regroup them as they original were uvmapped
Edit,
Oops.....forgot a big thing wich makes it more complicated for a beginner.
EA mapped the front and back while they were one meshgroup.
This means the vertices on one side of the skirt are welded and if your going to split those up by regrouping them you have do the same with the 4 morphs or extract the base uvmap(when done) and load that uvmap for each morph.(then use the Model cleaner to splitup those welded seams on the morphs)
If you want to have a go:
Regroup the front part of the skirt and the backpart of the skirt in new meshgroups.
Assigne a material to both
Go to the texture editor and make a rectangle were the front skirt should be mapped(roughly), using the region button.
Map the front part of the skirt in that rectangle(use the front skirtmesh and choose front and choose front in mapping options)
In that same rectangle you also map the backpart of the skirt(use the back skirtmesh and choose back in mapping options)
Now tick the lock Y box so the vertical axis will be locked
Move away the backskirt vert coordinates(outside the uvmap)
Regroup the 2 skirt meshes with the toppart
Select both the front and backskirt on the uvmap and move the front skirt in the center of the top part, then deselect it and do the same with the backpart(keep a tiny gap between the top and bottom parts)
You have to untick the lock Y box to move them vertical, when done tick it again.
You now have both centered and horizontal inline
Now select either the front or back and scale all vert coordinates so that they match the top starting by the center vert coordinates and then working your way to the sides:
Select the whole front(or back) and start to scale so that the vert coordinates next to the center rougly match the top(you will see that the center will be off quickly but use the move button to recenter the skirtpart, scale and recenter, scale and recenter.
When they match the top you deselect them and go to the next row all the way to the sides, when done do the back(or frontpart)
Just keep you lock Y box ticked when doing this and when both are horizontal in place the last thing is to scale them vertical.
This is time you lock the X and select/scale both parts in one time, use the move button to match them again with the top if the rows exceed the bottom row of its vert coordinates.
I personal love to map skirts like this, should write a tut....
Note,
If your regrouping the front and back of the skirt then make sure you regroup them as they original were uvmapped
Edit,
Oops.....forgot a big thing wich makes it more complicated for a beginner.
EA mapped the front and back while they were one meshgroup.
This means the vertices on one side of the skirt are welded and if your going to split those up by regrouping them you have do the same with the 4 morphs or extract the base uvmap(when done) and load that uvmap for each morph.(then use the Model cleaner to splitup those welded seams on the morphs)
#4
6th Mar 2011 at 7:32 AM
Last edited by Nors : 6th Mar 2011 at 7:51 AM.
Posts: 172
Thanks: 2889 in 6 Posts
-Mallow-: Thanks. I'll check it out. :D
whiterider: Oh! I'll update the main post with it
Bloom: This sounds interesting. But I'm a little confused. Should I start with separate the skirt front and back first, right? I'll try to test this out, I'm not the best UV-mapper in the world (you see that lol) but. I'm sure I'll update this entry or something when I've run into problems
EDIT: I'm trying to separate the front of the skirt and the back of the skirt. How should I do that? Duplicate selection doesn't work. And should I do that for all morphstates?
Thanks for all the replies! ^^
Tumblr: Springbunnysims
whiterider: Oh! I'll update the main post with it
Bloom: This sounds interesting. But I'm a little confused. Should I start with separate the skirt front and back first, right? I'll try to test this out, I'm not the best UV-mapper in the world (you see that lol) but. I'm sure I'll update this entry or something when I've run into problems
EDIT: I'm trying to separate the front of the skirt and the back of the skirt. How should I do that? Duplicate selection doesn't work. And should I do that for all morphstates?
Thanks for all the replies! ^^
Tumblr: Springbunnysims
#5
6th Mar 2011 at 8:09 AM
Posts: 4,419
Thanks: 2483 in 21 Posts
You select the front part of the skirt(select the faces), then regroup that part in the meshtab
Do the same with the backpart.(rename them to make it easier)
For the morphs you do the same but those you can regroup back into one right after seperated them.
Best is to do this also for the base mesh to begin with and export your meshfile first to see if you done it correct(Wes his exporter will give a error when exporting when you didn't splitup the sideseam correct while TSRW will give the error when importing the file in your package.)
If you have no errors you can impoert the mesh in MS again and regroup the front and back of the skirt on the basemesh again.
Then visit the texture editor and start mappin
Do the same with the backpart.(rename them to make it easier)
For the morphs you do the same but those you can regroup back into one right after seperated them.
Best is to do this also for the base mesh to begin with and export your meshfile first to see if you done it correct(Wes his exporter will give a error when exporting when you didn't splitup the sideseam correct while TSRW will give the error when importing the file in your package.)
If you have no errors you can impoert the mesh in MS again and regroup the front and back of the skirt on the basemesh again.
Then visit the texture editor and start mappin
#6
6th Mar 2011 at 8:55 AM
Posts: 172
Thanks: 2889 in 6 Posts
Gah. I come nowhere D:
Some faces and verts won't get selected as I want.
I want (ofc) a straight line up there, but I can select that. :s This problem goes a on various places at the mesh
Tumblr: Springbunnysims
Some faces and verts won't get selected as I want.
I want (ofc) a straight line up there, but I can select that. :s This problem goes a on various places at the mesh
Tumblr: Springbunnysims
#7
6th Mar 2011 at 8:58 AM
Posts: 4,419
Thanks: 2483 in 21 Posts
i had a quick look at your file.
Before you continue, have you seen the mesh ingame?
The setup you have choosen is asking for problems as 90% of regrouping 2 diffrent meshparts will result in errors in CAS and ingame.(even if it looks ok in TSRW)
If you want to select that corner you select the row above it and then deselect the faces you dont want(right mouse to deselect)
Before you continue, have you seen the mesh ingame?
The setup you have choosen is asking for problems as 90% of regrouping 2 diffrent meshparts will result in errors in CAS and ingame.(even if it looks ok in TSRW)
If you want to select that corner you select the row above it and then deselect the faces you dont want(right mouse to deselect)
#8
6th Mar 2011 at 9:04 AM
Posts: 172
Thanks: 2889 in 6 Posts
Yep, I've tested in game. And it looked good. I used the afBodyDressTight_halter to import the mesh parts in. It has two groups so I can import two parts.
Thanks. That explained a lot. Now it works better
Tumblr: Springbunnysims
Thanks. That explained a lot. Now it works better
Tumblr: Springbunnysims
#9
6th Mar 2011 at 9:59 AM
Posts: 4,419
Thanks: 2483 in 21 Posts
Yes, but your missing the hand.
You should load the skirt part in the meshgroup of the left hand(delete the morphs and duplicate the base hand 3 times for new morphs so they wont mess up things)
Here you have the skirt part uvmapped but the moment i regroup it back things are messed up
I have included the uvmap as bmp, you could assigne it as material to your own mesh.
You then simply have to move the coordinates to the spots on that map.
You should load the skirt part in the meshgroup of the left hand(delete the morphs and duplicate the base hand 3 times for new morphs so they wont mess up things)
Here you have the skirt part uvmapped but the moment i regroup it back things are messed up
I have included the uvmap as bmp, you could assigne it as material to your own mesh.
You then simply have to move the coordinates to the spots on that map.
Attached files:
test.rar (67.3 KB, 6 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- test.bmp 3145782 18762 0% 06-03-11 11:01 .....A. 55E50247 m3g 2.9 test.ms3d 50594 15165 29% 06-03-11 11:00 .....A. E192D91B m3g 2.9 test.wso 170991 34854 20% 06-03-11 10:54 .....A. 7066D8B8 m3g 2.9 ------------------------------------------------------------------------------- 3 3367367 68781 2% |
#10
6th Mar 2011 at 12:12 PM
Last edited by Nors : 6th Mar 2011 at 12:32 PM.
Posts: 172
Thanks: 2889 in 6 Posts
Okay. Now I'm even more confused.
Should I do what you did in the first post?
Or should I use the one you attached and put the mesh back together?
Or maybe both?
Sorry, I have a terrible cold and my brain is on the slow side today, lol.
Anyways. It's very kind of you, Bloom, that you made the UV-map of the skirt and doesn't go bananas over my rambling
Tumblr: Springbunnysims
Should I do what you did in the first post?
Or should I use the one you attached and put the mesh back together?
Or maybe both?
Sorry, I have a terrible cold and my brain is on the slow side today, lol.
Anyways. It's very kind of you, Bloom, that you made the UV-map of the skirt and doesn't go bananas over my rambling
Tumblr: Springbunnysims
#11
6th Mar 2011 at 5:34 PM
Posts: 4,419
Thanks: 2483 in 21 Posts
Use my uvmap to fix it quick.
If your up to it try to reuvmap a skirt the next time
If your up to it try to reuvmap a skirt the next time
#12
8th Mar 2011 at 11:08 AM
Posts: 172
Thanks: 2889 in 6 Posts
Okay, thanks
I managed to do it. Everything looks good except the fat-morph. It looks like war. I bet the bone-assignment or something is totally wrong.
Fail-image o' hoy!
*Sad face* D: It looks like the top-part is the problem here. I'll see if I can fix it. But I bet I need help. I've attached a .zip with the:
backup9.ms3d (My latest back-up)
exported_bottom.wso (The skirt and legs)
exported_top.wso (The top)
I also noticed that the exported_top.wso is 1092kb when the exported_bottom is just 350kb. :S
Tumblr: Springbunnysims
I managed to do it. Everything looks good except the fat-morph. It looks like war. I bet the bone-assignment or something is totally wrong.
Fail-image o' hoy!
*Sad face* D: It looks like the top-part is the problem here. I'll see if I can fix it. But I bet I need help. I've attached a .zip with the:
backup9.ms3d (My latest back-up)
exported_bottom.wso (The skirt and legs)
exported_top.wso (The top)
I also noticed that the exported_top.wso is 1092kb when the exported_bottom is just 350kb. :S
Tumblr: Springbunnysims
#13
8th Mar 2011 at 11:30 AM
Posts: 4,419
Thanks: 2483 in 21 Posts
Its wat i expected, you can not combine GEOMS(especially the morphs) into one, this is the result.
Cut off the top and go look in CAS again, you might be able to save your work.
If the skirt part looks ok then do the following.
Load the original top in group_0
Import the group_1(the hand) in Milkshape and delete the morphs
Import your skirt(bottom)
Duplicate the hand 3 times and regroup those with each skirt morph
Export your file and load it into group_1
Cut off the top and go look in CAS again, you might be able to save your work.
If the skirt part looks ok then do the following.
Load the original top in group_0
Import the group_1(the hand) in Milkshape and delete the morphs
Import your skirt(bottom)
Duplicate the hand 3 times and regroup those with each skirt morph
Export your file and load it into group_1
#14
8th Mar 2011 at 1:08 PM
Posts: 172
Thanks: 2889 in 6 Posts
I've tried just to do the top again, but failed again. But it's strange, it's only the fat-morph that explodes.
The skirt part looks okay, yes. I'll try what you suggested. But, the hand is now on the top. So I don't know if it'd be any differences.
Tumblr: Springbunnysims
The skirt part looks okay, yes. I'll try what you suggested. But, the hand is now on the top. So I don't know if it'd be any differences.
Tumblr: Springbunnysims
#15
8th Mar 2011 at 10:14 PM
Posts: 4,419
Thanks: 2483 in 21 Posts
wat top and bottom did you start with?
#16
8th Mar 2011 at 10:24 PM
Did you create custom morphs? Perhaps something went wrong when creating the fat morph?
What I lack in decorum, I make up for with an absence of tact.
What I lack in decorum, I make up for with an absence of tact.
#17
8th Mar 2011 at 10:24 PM
Posts: 4,419
Thanks: 2483 in 21 Posts
he regrouped 2 morphs into one, wich causes this 9 out of 10 times..
@Nors, you didn't attache the zip in your previous post so i cant have a look.
You can indeed regroup the hand also with the top as long as you delete its morphs first, create new morphs before regrouping by duplicating the base hand.
@Nors, you didn't attache the zip in your previous post so i cant have a look.
You can indeed regroup the hand also with the top as long as you delete its morphs first, create new morphs before regrouping by duplicating the base hand.
#18
9th Mar 2011 at 7:34 AM
Posts: 172
Thanks: 2889 in 6 Posts
*She
Bloom:Oh! Sorry. I'll attach it in this post.
whiterider: I did the fat-morph the same way as the other morphs, and the normal/base one. I've re-done the fat-morph but it's not working. I think it's strange it's just the fat-morph gone wrong :s
Tumblr: Springbunnysims
Bloom:Oh! Sorry. I'll attach it in this post.
whiterider: I did the fat-morph the same way as the other morphs, and the normal/base one. I've re-done the fat-morph but it's not working. I think it's strange it's just the fat-morph gone wrong :s
Attached files:
nors_lolita_mesh.zip (1.00 MB, 4 downloads) - View custom content | ||
1354031 03-07-11 19:47 backup9.ms3d 1117839 03-08-11 12:24 exported_bottom2.wso 1117839 03-07-11 19:52 exported_top.wso -------- ------- 3589709 3 files |
Tumblr: Springbunnysims
#19
9th Mar 2011 at 3:43 PM
Last edited by BloomsBase : 9th Mar 2011 at 8:04 PM.
Posts: 4,419
Thanks: 2483 in 21 Posts
I combined the exported bottom.WSO, wich is actually the top with the skirt from your backup ms3d file and all works fine ingame
Attached files:
Nors.rar (561.6 KB, 4 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- nors.sims3pack 399347 309874 77% 09-03-11 16:36 .....A. 8C19AB4C m3e 2.9 nors.wrk 901122 265125 29% 09-03-11 16:37 .....A. 70CDB199 m3e 2.9 ------------------------------------------------------------------------------- 2 1300469 574999 44% |
#20
10th Mar 2011 at 4:06 PM
Posts: 172
Thanks: 2889 in 6 Posts
Yayness! Thank you so much It works!
Tumblr: Springbunnysims
Tumblr: Springbunnysims
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