S and X to scale horizontally, type 2 to double in size. Once you’re done, don’t forget to scale and move the UVs back. Now you can use your reference’s UVs as a guide in editing or creating uv_1 map for the garment. In Object tab switch Maximum Draw Type to Wire ( 6 ). Move and resize garment’s UVs the same way. Then G to move, X to move horizontally, type 512 to center the UVs.
In UV editor window hit S to scale, X to scale horizontally, type 0.5 to shrink in half. Switch to Edit Mode, select everything and set the background image ( important ) ( 5 ). To manually create or edit UVs with the help of a reference, append the body, select uv_1 ( important ), assign new material in Materials tab ( 1 ), create new texture in Texture tab ( 2 ), open ( 3 ) Andrew’s CAS UV_1 template image ( link in the description ), switch Viewport Shading to Texture ( 4 ). Another thing you can do to achieve neater UVs is to subdivide the reference mesh with Subdivide Modifier ( 6 ) before transferring them. You can also straighten edges with UVs – Weld/Align – Align X (vertical) or Y (horizontal) ( 5 ). It is not necessary in this case, but you can manually edit UVs by selecting everything ( A ), disabling Keep UV and Edit Mode mesh selection in sync ( 1 ) and Sticky Selection Mode ( 2 ), enabling Snap during Transform ( 3 ) with Vertex for Snap UV element ( 4 ).
Switch to Edit Mode ( TAB ) and check the UVs.Īs you see, they are almost perfect. Select UVs ( 6 ) and uv_1 ( 7-8 ) in both drop-down menus, Apply. In most cases, the best option for Face Corner Mapping is Nearest Face Interpolated ( 5 ), but sometimes the default one works, too. Choose your reference mesh in Source Object ( 4 ) and enable Face Corner Data Transfer. Go to Modifiers tab ( 2 ) and add Data Transfer ( 3 ). Select the garment’s mesh, create a new map ( 1 ) and rename it. RMB – Delete ( 5 ) on rig.001 and bone_bone_shape.001. Double click on imported s4studio_mesh_1 ( 4 ) and combine the rest with Ctrl J. Export a reference mesh and File – Append ( 1 - 3 ) it in the scene. You can also split the pattern with RMB – Cut & Sew on the line ( 8 ).ĭo retopology in a way that preserves created edges. In 2D window RMB-click on the line and choose any of Extend/Trim options ( 7 ). Choose Edit Line ( 5 ), RMB-click on the drawn line and select Convert to Internal Shape ( 6 ). Switch mesh display to wireframe ( 4 ), click to start and press Shift to draw a straight line along the seam, double-click to finish. With this tool, you can create edges wherever you want.
As you see, EA meshes are split along the seams ( 2 ). This is what a uv_1 map looks like ( 1 ). While a uv_0 map projects a texture on a 3D mesh surface, a uv_1 map defines how the mesh will deform in the process of adjusting body parameters in CAS. project certain parts of the mesh on a reference for more accurate results.ĮNG | ВЕРСИЯ НА РУССКОМ WRITTEN TUTORIAL:.set up a reference and manually edit or create a new uv_1 map.transfer maps from one mesh to another with Data Transfer modifier.In this tutorial, I will explain what a uv_1 map does and how to: Sims 4 the sims 4 ts4 thesims4 sims 4 cc the sims 4 cc ts4 cc thesims4cc sims 4 lingeire the sims 4 lingeire ts4 lingeire thesims4lingeire sims 4 sexy the sims 4 sexy ts4 sexy thesims4sexy sims 4 nsfw ts4 nsfw thesims4nsfw nany-design sims4Hello. Sims 4 the sims 4 ts4 thesims4 sims 4 cc the sims 4 cc ts4 cc thesims4cc sims 4 lingeire the sims 4 lingeire ts4 lingeire thesims4lingeire sims 4 corset the sims 4 corset ts4corset thesims4corset sims 4 sexy the sims 4 sexy ts4 sexy thesims4sexy sims 4 nsfw the sims 4 nsfw ts4 nsfw thesims4nsfw nany-design sims4
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