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#1 Old 15th Mar 2026 at 7:19 PM Last edited by HimeGore : 18th Mar 2026 at 11:19 AM. Reason: solved problem
[SOLVED] Shoes texture showing on clothes? First time converting and few questions
Hi! I’m planning to convert some items from TS4 to TS3 and I was following this awesome tutorial made by Nighto.

My CC works in the game and overall looks okay for a first try, but for some reason part of the shoe texture appears on the collar. I’m not sure if this is caused by incorrect texture placement or something else.





The model in Blender looks fine in that area (this screenshot is from before mapping - after adjusting the TS4 clothing to the TS3 model):



And this is how the texture is placed - does it look incorrect?



Also, I wasn’t sure if I should keep the feet part in Blender when exporting (I couldn’t find clear information about whether the feet should stay when creating a full-body outfit). These are the only parts I left:



Another thing I noticed: when I look at the model in TSR Workshop, some black triangles appear, but in the game everything looks fine. Is this a software issue or did I do something wrong?

I would really appreciate any help or suggestions!

UPDATE: The issue with the shoe texture appearing on the collar was caused by incorrect UV placement. After adjusting the UV map, everything works as expected.
The black triangles were caused by the original mesh, which had very thin sleeves.
Screenshots
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#2 Old 16th Mar 2026 at 3:07 AM
Quote: Originally posted by HimeGore
Hi! I’m planning to convert some items from TS4 to TS3 and I was following this awesome tutorial made by Nighto.

My CC works in the game and overall looks okay for a first try, but for some reason part of the shoe texture appears on the collar. I’m not sure if this is caused by incorrect texture placement or something else.

The model in Blender looks fine in that area (this screenshot is from before mapping - after adjusting the TS4 clothing to the TS3 model):

And this is how the texture is placed - does it look incorrect?

Also, I wasn’t sure if I should keep the feet part in Blender when exporting (I couldn’t find clear information about whether the feet should stay when creating a full-body outfit). These are the only parts I left:

Another thing I noticed: when I look at the model in TSR Workshop, some black triangles appear, but in the game everything looks fine. Is this a software issue or did I do something wrong?

I would really appreciate any help or suggestions!


I don't do many child outfits, BUT... Recheck your map, with those shoes. If they're EA, open them in TSRW and export the object, toss in bblender and check wwhere the UV is. I think the area for shoes is higher up than your map shows it to be. So, the shoe texture would be on the collar, if that's the case. It's probbably one more vertices row up. It will just take a little rearranging the UV, and matching the texture to it again.

Feet come off of TS3, with separate shoes. TSM has feet attached.

Black triangles in CAS, not seen in game are usually from UV's being overlaid. It's because of how the game renders in CAS. Nothing to worry about if making it for yourself, and just explain the reason if you plan to share the upload. 90% of what I make has overlapping UV's.

Shiny, happy people make me puke!
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#3 Old 16th Mar 2026 at 4:16 AM
Quote: Originally posted by LadySmoks
I don't do many child outfits, BUT... Recheck your map, with those shoes. If they're EA, open them in TSRW and export the object, toss in bblender and check wwhere the UV is. I think the area for shoes is higher up than your map shows it to be. So, the shoe texture would be on the collar, if that's the case. It's probbably one more vertices row up. It will just take a little rearranging the UV, and matching the texture to it again.

Feet come off of TS3, with separate shoes. TSM has feet attached.

Black triangles in CAS, not seen in game are usually from UV's being overlaid. It's because of how the game renders in CAS. Nothing to worry about if making it for yourself, and just explain the reason if you plan to share the upload. 90% of what I make has overlapping UV's.


Thank you for the explanation! I’ll try again with rearranging the UV and see if adjusting the texture placement fixes the issue. Thanks also for the tip about checking the EA shoes – I’ll open them in TSRW and compare the UV layout.

Also, could the overlapping UVs be caused by the way the original model was made? In the original version that part of the outfit is kind of flat, so I’m wondering if that might be the reason why the UVs overlap there. And you said that if i am making this for myself its ok? So you mean i shouldn't post stuff in general with that overlapping UV's?
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#4 Old 16th Mar 2026 at 4:31 PM
Quote: Originally posted by HimeGore
Thank you for the explanation! I’ll try again with rearranging the UV and see if adjusting the texture placement fixes the issue. Thanks also for the tip about checking the EA shoes – I’ll open them in TSRW and compare the UV layout.

Also, could the overlapping UVs be caused by the way the original model was made? In the original version that part of the outfit is kind of flat, so I’m wondering if that might be the reason why the UVs overlap there. And you said that if i am making this for myself its ok? So you mean i shouldn't post stuff in general with that overlapping UV's?


It's hard for me to know exactly what is causing the dark triangles, without the files to look at, but what you said is a possibility. However, that you said this, I suggest checking the mesh using face orientation. Too often, TS4 creators will double a mesh, the same way hair is doubled, which is an issue if you merged vertices at some point.

What I meant is that if you make something that has overlapped UV that looks messed up in CAS, but is fine in game, and you upload to share, tell about it in your description so wwhen another person downloads, sees it messed up in CAS, they know it will be OK, and not delete it, thinking it's bad CC.

As I said, a lot of what I make has overlapped UV's because of space restrictions. Common for me, are arms, but this example, most of the skin areas, including legs are doubled up...


Screenshots

Shiny, happy people make me puke!
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#5 Old 17th Mar 2026 at 7:57 AM
Quote: Originally posted by LadySmoks
It's hard for me to know exactly what is causing the dark triangles, without the files to look at, but what you said is a possibility. However, that you said this, I suggest checking the mesh using face orientation. Too often, TS4 creators will double a mesh, the same way hair is doubled, which is an issue if you merged vertices at some point.

What I meant is that if you make something that has overlapped UV that looks messed up in CAS, but is fine in game, and you upload to share, tell about it in your description so wwhen another person downloads, sees it messed up in CAS, they know it will be OK, and not delete it, thinking it's bad CC.

As I said, a lot of what I make has overlapped UV's because of space restrictions. Common for me, are arms, but this example, most of the skin areas, including legs are doubled up...




Thank you again for your help! I think I’ll try to remake the model from scratch (also for practice!) and this time I’ll definitely check the face orientation (although not sure how to check it in blender 2.76? i only saw the "display vertex normals as lines" soulution - are the more ways to see that?) and adjust the UV placement more carefully.

I’m also attaching both the original mesh and my edited version in case you have the time and feel like taking a look. (https://we.tl/t-P4ohk5ZEUz)


Thanks again for all your advice!
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#6 Old 17th Mar 2026 at 9:58 AM
Quote: Originally posted by LadySmoks
It's hard for me to know exactly what is causing the dark triangles, without the files to look at, but what you said is a possibility. However, that you said this, I suggest checking the mesh using face orientation. Too often, TS4 creators will double a mesh, the same way hair is doubled, which is an issue if you merged vertices at some point.

What I meant is that if you make something that has overlapped UV that looks messed up in CAS, but is fine in game, and you upload to share, tell about it in your description so wwhen another person downloads, sees it messed up in CAS, they know it will be OK, and not delete it, thinking it's bad CC.

As I said, a lot of what I make has overlapped UV's because of space restrictions. Common for me, are arms, but this example, most of the skin areas, including legs are doubled up...




I did a quick check of the shoe texture placement and it turns out you were right — it looks like my UV map was a bit inaccurate. The shoe area is positioned slightly higher than I had it, which explains the issue.



Thanks again for pointing me in the right direction!
Screenshots
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#7 Old 17th Mar 2026 at 3:49 PM
OY! I haven't used a Blender that old in quite a long time. Closest I still have is 2.79. I opened it and didn't see face orientation. I don't know if older versions had it, as I only began using it in the past few years. 2.80 has it. Glad you found the issue!

Shiny, happy people make me puke!
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