- Site Map >
- Modding and Creation >
- Sims 3 Creation >
- Meshing >
- Milkshape 3D - Breast slider issue
- Site Map >
- Modding and Creation >
- Sims 3 Creation >
- Meshing >
- Milkshape 3D - Breast slider issue
Posts: 367
Thanks: 1002 in 16 Posts
Posts: 4,419
Thanks: 2481 in 21 Posts
Combine the fit and fat and it will probably look even worse.
And for some reason the fitmorph always needs more space then the others.
Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.
Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Posts: 367
Thanks: 1002 in 16 Posts
Even if the bone assignments/weights are well matched, if the verts in the suit don't lie directly over the corresponding verts in the body the combination of morphs is likely to produce clipping. That's why layered meshes are a nightmare in general and particularly in the breast area. IMO the best strategy, if possible, is to make a duplicate of the relevant part of the body mesh, expand it slightly and reshape it as necessary, and use that for the clothing layer. You can use transparency to make only the clothing visible in the duplicate.
Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.
Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Posts: 367
Thanks: 1002 in 16 Posts
. IMO the best strategy, if possible, is to make a duplicate of the relevant part of the body mesh, expand it slightly and reshape it as necessary, and use that for the clothing layer. |
THANK YOU! I didn't think of using the body itself as a clothing layer. The breasts on this mesh simply don't have enough polys to do much with, but I've been meaning to re-work them anyway. I'll redo the breasts before the top I was just about to start, and make them with a high enough poly count that I can both delete underlying faces and use as clothing layers. It really is a b**ch on wheels to make layered meshes, but I like them so much more than the more conventional ones.
I gotta say thanks AGAIN for ToolKit. I've been dissecting a morph that went totally spastic for days, trying to sort the scrambled verts into something almost simlike. Just a couple of minutes ago I was able to use the REPLACE VALUES to instantly put the fat body back in place. I honestly don't think I could have done the crotch area manually. Now that the body is out of the way, the rest of the mesh will be a breeze
Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.
Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Posts: 4,419
Thanks: 2481 in 21 Posts
They dont look default to me.
Posts: 367
Thanks: 1002 in 16 Posts
Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.
Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Posts: 367
Thanks: 1002 in 16 Posts
Posts: 4,419
Thanks: 2481 in 21 Posts
Not sure if your going to add nipples but you might want to do that first.(they need to match the skin, as all other parts)
Posts: 367
Thanks: 1002 in 16 Posts
I do want to make the new breast about 20% longer than the original. The ones that were coming out the sides of my clothing meshes were this way too. I would like for this new area to work with the default skeleton if at all possible, I don't have much experience with bone work yet and am afraid of totally borking things. Is this possible, and if so what's the best way to proceed? If I have to work with the bones, so be it.
Posts: 4,419
Thanks: 2481 in 21 Posts
Anyway, i did just one breast.
I would rotate one breast like 30 to 40 degrees ''inwards'' towards the spine on the Y axis.
Then Map it from the front
scale it so it fits a original female UVmap
finetune it, done
After i would open the model in lithunwrap and mirror the coordinates for the other side.
But, why make bigger breasts if this can be done with sliders?
You dont need to worry about the assignements, Toolkit has a option for inbetween vertice.
Posts: 367
Thanks: 1002 in 16 Posts
Have you seen Cat's UV flip MilkShape plugin? -- http://modthesims.info/d/405374. You can flip UV coords in both horizontal and vertical directions. I use it pretty often since I can usually do all the UV mapping without ever leaving MS and killing the normals.
Also, I'm feeling kinda stupid now. I tried to map the entire sphere and ended up with the front and back overlapping. I also put the axis of rotation on the center of the nipple, It made easy work of making the mesh fit, but by that time the UV was a lost cause. The shorts you're referring to were a Sims 2 conversion. You helped me through a ton of stuff with that one!
Posts: 4,419
Thanks: 2481 in 21 Posts
I lost my best work after a disk crash, only Cmar might have a copy of my work...
Posts: 367
Thanks: 1002 in 16 Posts
I'm always looking at BobbyTH's stuff to see "how it's done". Her poly counts are way too high to actually use in the game, but the meshes look amazing and I try to make my stuff look as well thought out as hers. I'm trying with varying levels of success to find the "sweet spot" between low poly count and smooth meshes in-game. If I'm not really careful this body could get out of hand really fast. I've split each triangle in the breast into 3 -- so far. I may try again with the sphere to see if I can get that # down a little. I don't think I need to split the top area up as much, it has very few curves. The underside is a different story all together, very curvy and difficult to make attach to the torso properly. This might be a good mesh to import into SketchUp and play around a little.
Posts: 4,419
Thanks: 2481 in 21 Posts
Once you divided a face you have to move the new vert to smoothen the mesh.(no point in dividing otherwise)
After you done that you need to realligne the normals and the results are often dissapointing.
I had a look but the meshes i have all have a diffrent breastsize, pretty useless i guess.
The one close is Poser Jessi but thats a very high polygon model.
Were i sent it to?
Posts: 367
Thanks: 1002 in 16 Posts
Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.
Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Posts: 367
Thanks: 1002 in 16 Posts
I've seen pics of Poser Jessie in one of Cmar's tutorials, she's amazing' I started with nice stacks and slices with this rework, but it looks a mess in wireframe view after all the subdividing and moving things around. The normals are looking much better in the trouble areas, but I really wish I could keep the nice rows of triangles like I see in the more complex models. It does make a difference in how the normals align and how the mesh moves with bone sliders. I really think I'm gonna need modeling software with a little more power than MS to create something like that.
Posts: 367
Thanks: 1002 in 16 Posts
Posts: 367
Thanks: 1002 in 16 Posts
EDIT: I just noticed that I somehow managed to screw up the normals on most of the different ways I regrouped the mesh to remap. I do still have 1 good copy, and this is how its mapped right now. I guess I'll gave to edit this one vertex by vertex unless someone can point tell me a better way to go. The entire breast needs to be remapped to fit the Maxis torso.
Posts: 4,419
Thanks: 2481 in 21 Posts
Posts: 367
Thanks: 1002 in 16 Posts
ye, manual labor with a original female uvmap as material/reference in the background. |
Probably the BEST tip you've ever given me Bloom! It's still slow and tedious, but the UV is finally starting to look like its supposed to. I added a a lot of verts, and after splitting, rotating, and scaling it looked more like someone threw a handful of birdseed into the snow than a UV map. By regrouping the mesh 1 stack of verts at a time and working with that in the TCE (with the recolored UV as the material) it's really looking good. I'm finding a lot of UV coords that are on top of one another. I'm assuming it happened when the mesh was rotated and remapped. The pictured area is one of several that were killing me when I tried to remap using only the grid as a reference. I did have to change the color from B&W to something a little easier on my eyes, and there's still a lot of material switching to tweak the added verts, but I'm actually going to get this done. I was on the verge of scrapping the project. If it hadn't been so important to me to get it done I'm sure I would have moved on days ago.
For the benefit of anyone else that has fought an unruly UV map I attached a pic of a really nasty part of this one. The area under the breast got stacked on top of itself, and the whole area looked like the mess you can see above the part that looks "normal". The entire UV looked like that about an hour or so ago! I'm tellin' ya, take a single row of polys and use the corresponding UV map of whatever you have handy as the material in MS. Even the most god-awful mess can be sorted like this as long as you're willing to put in the time!
Thank you and Cmar as well for all the insight you 2 have given into modding the Sims. Without you 2 (and all the other gurus) that take the time to answer some of us mere mortal's often stupid questions we probably wouldn't get out of the starting gate.
Who Posted
|