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Post by akuiyumi on Sept 13, 2016 9:12:57 GMT -5
Thank you Feyona it was exactly what I was looking for!!
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Post by jmem0 on Oct 12, 2016 12:38:54 GMT -5
So I'm trying to make a debug EA item into an accessory. Namely, the kitchen knife into a holdable version. I made the kitchen knife buyable first, exported the mesh and texture, and then I followed the steps in this tutorial. The problem I'm having is that when I put the mesh in studio, it looks like this I tried importing the EA texture (in .dds format) but it keeps giving me this message I'm super new to modding so I'm sorry if I've missed something obvious ^^; any help or point in the right direction would be appreciated! Thanks!
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Post by Feyona on Oct 12, 2016 17:47:09 GMT -5
Hello jmem0 ! Did you merge down the layers before saving in DDS? Did you edit alpha channel? Anyway, now you can save your texture in .PNG and avoid using .DDS. Another thing that you will need to scale down and reposition UV of this knife to fit in the space on the map dedicated for extra parts (see this thread for explanation). After this most likely you will need to change the position of the knife in the hand to make it work with certain poses if you're going to use it with pose packs. Check this post for explanation how to adjust the accessory for working with poses.
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Post by victorrmiguell on Oct 28, 2016 14:39:35 GMT -5
i made all the tutorial's steps and tried the "weigth transfer" too" I'm with a problem that the accessory this floating, far from away from where it should be, someone knows how to solve?
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Post by jmem0 on Dec 21, 2016 1:52:57 GMT -5
Me again with a different project! I'm trying to make a holdable piece of paper, basically. I took an existing mesh, recoloured the texture, but when I applied the texture to the mesh, it kept telling me to resize the image from 512x512 to 1024x2048. I did that, and now it looks like this in blender If it's something to do with the UV, I'm completely lost. I've tried researching how to fit it to the UV, but I'm getting lost in all the details. I have no idea what I'm doing, and I'm so frustrated. -.- If anyone has any guidance, I would really appreciate it. Thanks so much.
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Post by Mathcope on Dec 22, 2016 19:16:04 GMT -5
jmem0 Hello. The problem is that with TS4, the whole UV map for the CAS is into a single image composition. This means that your accessorie will only have a little part of the 1024x2048 uv map asigned to it. The rest, will be for the other parts. (Skin, Hair, Clothes, so it should be leaved empty). You can use templated to know where to place the uv for your accessory. You can read more and download those HERE. There several parts you can use, but have in mind that most of them will be really small and so the quality might not be the best, specialy the little details. That's just how EA did it this time sadly. You also will have to compromise one part to get working your accessory. For example, if you use the "HAT" part of the uv, since it's bigger than the others, your sim will not be able to use hat quile holding your accessory, because the texture will show up on it as well. This is with everything. I wouldn't suggest touching the "EXTRA PARTS" since a lot of EA and custom content clothes use that part of the UV map to texture them.
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Post by jmem0 on Dec 23, 2016 21:25:21 GMT -5
Mathcope thanks so much for responding. I think I did the UV correctly? I put it in the hats part of the uv, imported the mesh, and imported a re-sized texture. Only now it looks like this.
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Post by Mathcope on Dec 23, 2016 22:20:18 GMT -5
jmem0 Can you post the .package? Maybe you still have the wrong place assigned. But if you upload the file I can see it more closely and tell you. From a picture is difficult to tell.
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Post by jmem0 on Dec 23, 2016 23:06:40 GMT -5
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Post by Mathcope on Dec 24, 2016 7:45:01 GMT -5
jmem0 Hi! I checked the file. Your UV map is in the correct place under the hat area. That is correct, but the problem is that it doesn't match with the texture you imported to Studio. As you see below, your texture is in the left upper corner while the uv map is towards the right and a lot smaller. You need to make it fit in order for the texture to show. The easy way to do this is with the "UV layout". This is the lines that you see in the picture in the right. You can export it from Blender. Then open both in a 2d editor and try to overlap your texture in that uv map layout, then you can remove it.
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Post by jmem0 on Dec 24, 2016 13:42:10 GMT -5
Mathcope ha, it worked! Thanks again for all your help! Merry Christmas :D
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Post by Mathcope on Dec 24, 2016 14:11:34 GMT -5
Wonderful! Glad to see it working. Your welcome. Merry Christmas too!
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Beast
New Member
Posts: 6
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Post by Beast on Feb 13, 2017 16:16:25 GMT -5
any idea of creating necklace shadow easily? i'm not good in texturing :-/
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Post by Feyona on Feb 16, 2017 23:44:42 GMT -5
Beast, you can bake shadow map in blender. It's relatively easy if you follow instructions closely (tutorial).
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Beast
New Member
Posts: 6
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Post by Beast on Feb 27, 2017 5:35:58 GMT -5
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