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- Terrible at uv mapping
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- Terrible at uv mapping
Replies: 1 (Who?), Viewed: 1330 times.
#1
19th Jul 2014 at 2:46 AM
Posts: 65
Terrible at uv mapping
anyway I can get rid of these red problems.
I tried hard to fix it but it keep getting worst
if only I can deal with this I can continue with the texture
Attached files:
Abd123_mXc_Coop_Top.rar (90.9 KB, 5 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- Abd123_mXc_Coop_Top.package 426693 92970 21% 18-07-14 22:22 .....A. F15A93CD m3d 2.9 ------------------------------------------------------------------------------- 1 426693 92970 21% |
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#2
19th Jul 2014 at 5:21 AM
Posts: 92
Hello, I did open your mesh in Milkshape and from what I can tell, in coordinates your "coat" mesh area is above your "t-shirt" mesh area, and it is all distorted as well (see picture). I think just moving the vertices will be very very complicated, cause is already regrouped as one. How did you make the blue coat mesh? I see you have a coat above the shirt, but the shirt inside are just making your mesh more polygonal, cause the inside can't be seen in game. I would try to make this mesh again but just as "one thing", from the blue coat mesh you could get only the sleeve triangles details and the collar, and make the shirt wider (by moving vertices). I don't know how you get that distortion on your coordinates, but they should be in another area anyway, like the collar part is separated. Don't regroup the mesh until you fix the coordinates, so you can move separated by groups. Try to don't move arms and neck coordinates, to preserve the area where the game apply the skin texture. And I think you had "auto smooth" option on when you make this mesh, cause you have seams. Turn this option off (in groups tab) to preserve the same shading of the original mesh.
lavoieri.tumblr.com :)
lavoieri.tumblr.com :)
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