

Place the garment's UV islands in the right spot. To bring them back to their original size, select everything in UV Editor, press G Y 0.5 UV islands that were generated in the square space will become stretched vertically when rectangular textures are applied. By default UV space is square ( 1:1 ), but TS4 textures are not ( 2:1 ). Following any with a number will move/rotate the selection by that number of pixels/degrees. Following the first two with X/Y will constraint transformation to horizontal/vertical axis. Shift-select the garment, select everything, choose THE SAME texture, check View - Draw other objects.Ħ). Click on Browse and choose any texture ĥ). Enable Sync, select everything with A Ĥ). Otherwise these deleted areas will be visible during walking ģ). If the garment has skirt-like bottom, make sure to leave at least one row of faces. Select everything covered by the garment, press Delete and choose Faces. Select the body, switch to Edit mode ( TAB ), disable Limit selection to visible Ģ). To avoid overlapping, make sure to place UV islands not only in their designated areas but also in the vacant space.ġ). You are seeing the side of the body instead of the cleavage because that's where the uv island isġ1:59:19 GMT -5 mauvemorn said:All CAS items share the same UV space. And you are achieving it, but the uv island of that transparent part is in the wrong place. I assume there is a way of somehow tuning CAS items to have this type of shader but have no idea how and am yet to see anyone do this.Īnyway, you are trying to achieve transparency with the first method. the proper type of transparency that is achieved through altering of alpha channel/opacity but actually makes the mesh transparent as well. This shader exists specifically for the glass part of glasses, but we use it for alpha hair and other things Basically it's the same thing, but it actually makes the mesh transparent. Basically it just makes the skin texture underneath more visible and the diffuse texture of your garment less visible, which is what you are seeing on your first pic It does not make the mesh see-through, only the textures. achieved through alpha channel/opacity altering. There are three types of transparency in The Sims 4:
