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Post by Strawbabyhealz on Nov 25, 2017 22:12:27 GMT -5
So im having a texture problem. I even put the new texture where it is suppose to be in the UV map. Idk what else to do. Photoupdate, so i just decided to full the entire uv with the template and it worked. but the body got weird. Photo
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Post by Feyona on Nov 26, 2017 4:09:44 GMT -5
Strawbabyhealz it is not how it works in TS4, unfortunately. See more explanation in this thread along with the map that you should use to place your UV.
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Post by Strawbabyhealz on Nov 26, 2017 13:59:01 GMT -5
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Post by Feyona on Nov 27, 2017 5:05:18 GMT -5
On your 2nd picture it is clear that your uv is placed over entire 1024x2048 map. When you ask to help with project, please share .blend in .package. Otherwise there is no way to say what is going on except guessing.
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Post by Strawbabyhealz on Nov 27, 2017 15:50:29 GMT -5
On your 2nd picture it is clear that your uv is placed over entire 1024x2048 map. When you ask to help with project, please share .blend in .package. Otherwise there is no way to say what is going on except guessing. This might sound like a stupid question, but how do i share them? I am extremely new to modding.
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Post by Feyona on Nov 27, 2017 23:12:31 GMT -5
Strawbabyhealz you need to make an account with dropbox.com, simfileshare.net or onedrive.com, upload your files and make sure that you shared the link (in settings). Highlight the file, right click and you will see an option "share", click on it and choose "get link".
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Post by Strawbabyhealz on Nov 29, 2017 15:28:19 GMT -5
Strawbabyhealz you need to make an account with dropbox.com, simfileshare.net or onedrive.com, upload your files and make sure that you shared the link (in settings). Highlight the file, right click and you will see an option "share", click on it and choose "get link". Oh, okay well i think i did it correctly. sorry for all this trouble. Here you go. Link
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Post by Feyona on Nov 29, 2017 18:50:10 GMT -5
Strawbabyhealz , whenever you asked to share the files, share both .blend and .package. While .blend can be exported from .package original .blend still needed if there is some problems with mesh, also it saves time to people who help you with project . Back to it. As I said you mapped your accessory in an incorrect spot. Placing texture in designated map space is not enough, you actually need to move uv map in that area too. If there is not enough space you can use bracelet space of the one that is for nose rings and brow rings. Also to me it looks like you unwrapped already correctly unwrapped model since uv map doesn't look like it belongs to that texture. If you did then you will need to find an original file with correct uv map and work with that file.
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Post by Zelrish on Nov 30, 2017 3:29:15 GMT -5
For big accessories and such (like jackets) I usually use the hat space as not so many of my sims wear hats. The UV area is the biggest available for an accessory ^^
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Post by Strawbabyhealz on Nov 30, 2017 16:39:34 GMT -5
Feyona So what you are saying is that i just have to move it to the right size and place in blender? Here is the blender file as well Blender File sorry about all this mess. This is the first object i have ever tried to mod and or put into a accessory. It honestly seemed easy enough and now that i am doing it, its not that easy :-/
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Post by Feyona on Nov 30, 2017 19:31:27 GMT -5
Strawbabyhealz yes, you need to scale down uv and fit on any space for accessories on the map. Not that it if you move it to hat area, you won't be able to use Nutcracker with hats, if you move to chokers, you won't be able to use it with some necklaces and so on. Upload EA map to blender to move your uv in correct spot. Also you will need to scale it down by 50% on Y axis. Shortcut S Y 0.5. Use this map.
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Post by Strawbabyhealz on Dec 2, 2017 0:17:43 GMT -5
Alright i got all the textures right, now there is an issue in-game. Great. anyway, so it seems it a bit far from where it is suppose to me, which i on the hand. Package Blend
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Post by Feyona on Dec 2, 2017 1:11:21 GMT -5
Strawbabyhealz replace name of the bone b__R_ForearmTwist__ to b__R_Hand__ or b__R_Index0__ (to finger bone), delete transform bone and 2 extra rigs.
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