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Original Poster
#1 Old 13th Dec 2024 at 9:11 PM
Default 4t2 Clothing Conversion- White Texture?
Hello! Decided to teach myself to convert clothes 4t2 as well while I was at it, and am now running into a host of issues on that front. I was hoping someone could take a look at these files for me and tell me: a) why the texture is showing up as pure white in Bodyshop, and b) why one of the sleeves has split apart. I am far less confident that I did things right this go-around, as the tutorials for this are far more scattered, so any insight or tips would be helpful! Thanks
Attached files:
File Type: zip  artisansystem_Trillyke_BadEuphoriaJacket_.zip (331.7 KB, 2 downloads)
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Mad Poster
#2 Old 13th Dec 2024 at 9:40 PM
There doesn't seem to be any holes in the mesh, so not sure what you mean by "split apart", unless it's the normals (area with a shadow issue) in the seams between the torso and arms?
(If so I can try to dig up a tutorial).

It's possible you'll have to add the "Noblend" line to the GMND and SHPE too (CAS meshes can be a bit iffy on this - some work without editing it, others not).
For the SHPE, you just need to add a new line with a "Noblend"subset, and keep the MatDef as is.
For the GMND you add a "Noblend" subset as an "array" (dropdown box) in the "tsDesignModeEnabled" Blocklist.

For the texture issue, you need to move the entire UVmap one "step" up so it aligns with the UVmap. At the moment it's below the UVmap area, which causes the texture to blank out.
If you're using Milkshape it's easy to see where it should go - mark the whole UVmap for the "Noblend" subset, do "Window --> Texture coordinate editor", make sure the UVs are marked, choose "move" and offset with [-1.0] in the second box (first should say 0,0), and click the little "m".
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Original Poster
#3 Old 14th Dec 2024 at 12:31 AM
Thank you so much for responding again! There actually was a hole in the mesh (on the back sleeve), but your comment inspired me to check Milkshape again and I was able to find and fix it! You were spot on about the texture issue too, so that's fixed now as well.

The only problem I'm still having is that there's a pretty noticeable seam on the stomach that is visible when using low-rise pants. Do you know how I might go about fixing that? Thanks for your help!
Mad Poster
#4 Old 14th Dec 2024 at 3:57 AM Last edited by simmer22 : 14th Dec 2024 at 3:44 PM.
It's likely due to the normals not being aligned properly.

https://gruesim.tumblr.com/post/144...s-and-black/amp
(This is for TS3, but uses the same method - with the exception of seams along the waist and neck, "align normals" can be used on individual parts of the mesh. I usually mark just the areas I want to fix, since aligning the whole mesh breaks the neck/waist normals).

For the neck/waist area, you can use the same method as shown in the tutorial, but use TS2 meshes instead.
I've got the base meshes extracted here, if you need them: https://simfileshare.net/download/1455543/ (you'll need the top/bottom meshes + the "face" meshes)

For the option shown under "C" - for Milkshape, in some cases it's possible to select faces along the seam you want to fix, regroup (this splits the mesh along outer edge of selection), do "align normals" on that part, then regroup everything again when you're done (make sure there's only one set of comments and that it's the right ones, as regrouping this way duplicates them). Needs to be done before making morphs, as it increases the amount of vertices.
(Mentioning this option because in some cases Blender can mess with the normals when importing/exporting a mesh. It happens with some types of meshes, but unsure about GMDC/SMD. Not sure if this has been fixed in the later plugins, since I mostly use Milkshape for editing clothes).
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Original Poster
#5 Old 14th Dec 2024 at 6:28 AM
Followed the tutorial and it worked perfectly-- now I've got a smooth mesh and no seams. You've truly helped made this journey into converting stuff way easier than it could've been. Thank you so much!
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