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Post by comb on Jan 3, 2018 17:25:34 GMT -5
So I'm converting a couch from Sims 2 and I'm not sure how to go about doing it because the couch has 2 parts to it and sofas in Sims 4 only have 1 texture and I'm not sure if making the UV map fit both textures or something but I'm not very familiar how to do so? so if anyone could help!
moderator edit: I've edited your title to reflect a little more of what's being discussed. CREATOR HELP FAQ
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Post by kitkat on Jan 3, 2018 18:21:52 GMT -5
What sofa is it? I could answer you better if I could see the parts your're talking about. Also, what program do you use to UV map your meshes? Short answer - In blender, select the uv map of the first mesh part in the UV Image Editor window and drag it off to the side so that's it's no longer on the grey square. Do the same thing for the uv map of the 2nd part of the mesh except select it and drag it off to a different side from the first one. Then join (Ctrl+j) the two parts of the mesh together in Object mode. Now when you go into the UV Image Editor window, will see both parts of the mapped mesh. Scale and position the maps back onto the grey square so that they don't overlap each other. This is what I mean when I say drag the UV map off to the side:
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Post by comb on Jan 4, 2018 7:09:03 GMT -5
What sofa is it? I could answer you better if I could see the parts your're talking about. Also, what program do you use to UV map your meshes? Short answer - In blender, select the uv map of the first mesh part in the UV Image Editor window and drag it off to the side so that's it's no longer on the grey square. Do the same thing for the uv map of the 2nd part of the mesh except select it and drag it off to a different side from the first one. Then join (Ctrl+j) the two parts of the mesh together in Object mode. Now when you go into the UV Image Editor window, will see both parts of the mapped mesh. Scale and position the maps back onto the grey square so that they don't overlap each other. This is what I mean when I say drag the UV map off to the side: Its the lip sofa from sims 2 and I use blender
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Post by kitkat on Jan 4, 2018 11:02:47 GMT -5
I couldn't get the .package file for the original object, but I did find a recolor. Looking at that, what I said above is what you need to do. You should have plenty of room to move the maps onto the square together without scaling since the seat part of the original map was 512x256 & the base part of the map is only 256x128. Once you have the mesh parts joined, you can put the two Sims 2 textures in one 512x512 for your Sims 4 texture.
Without seeing the lips loveseat .package, I can't say if you can use the original Sims 2 UV maps as-is or if you'll need to re-map the parts.
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Post by comb on Jan 5, 2018 6:01:42 GMT -5
I've come across a new issue, so I was able to get the couch to work and all and looks great in Sims 4 studios but in Sims 4 it looks like a mess. Here's the blender and package file!
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Post by Zelrish on Jan 5, 2018 7:57:49 GMT -5
I guess it is a specular issue. (didn't look at the files) Just try it with a blank spec, should look better.
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Post by comb on Jan 5, 2018 15:04:56 GMT -5
I guess it is a specular issue. (didn't look at the files) Just try it with a blank spec, should look better. I put a blank specular on it and it did become not shiny which is good, it still has a ugly green and blue texture on it.
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Post by kitkat on Jan 5, 2018 20:51:02 GMT -5
I think something is wrong with your blender file. When I zoom in and out on it, the couch sometimes goes from white to black.
Also, your shadow mesh with cut value 1 is inside the main love seat mesh. It's supposed to be on the ground. Try cloning the Epiphany love seat instead. It only has 1 shadow mesh which would match better with the Lips love seat base.
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Post by comb on Jan 5, 2018 21:49:53 GMT -5
I think something is wrong with your blender file. When I zoom in and out on it, the couch sometimes goes from white to black. Also, your shadow mesh with cut value 1 is inside the main love seat mesh. It's supposed to be on the ground. Try cloning the Epiphany love seat instead. It only has 1 shadow mesh which would match better with the Lips love seat base. So I reconverted the couch using the one you suggested and it still looks like a mess, heres the images and when I'm zoomed out its not black.
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Post by kitkat on Jan 6, 2018 1:19:52 GMT -5
This is a weird puzzle! Not 100% sure just yet - could be a combination of things. First, the game doesn't like your diffuse texture. Not sure why. PNG textures I created worked fine, and I couldn't see anything too weird with yours in Photoshop except the transparent parts. Even when I paint-filled the background on yours to get rid of the transparent part, the game still didn't like that diffuse file. Someone with more knowledge than I would have to explain that one. Second, your blender UV map had parts that overlap as shown below. That won't work in Sims 4. Each part has to be mapped in its own space with no overlaps. (at least it did in Sims 3 and still does as far as I know in Sims 4) Another thing I noticed is that the mesh used the sims 2 technique of somehow "halving" the uv map. Basically, the uv map and diffuse textures look like 1/2 of the corresponding mesh part but cover the entire mesh part in game. I've seen it on some Sims 2 meshes I tried to convert for Sims 3. I never meshed or textured in Sims 2, so I have no idea how that was accomplished nor if it works in Sims 4. (It did not in Sims 3). I totally re-mapped the thing in Blender thinking that was the main problem, but even after doing that the game still didn't like your diffuse texture. My new baked texture showed up fine, but not your diffuse texture. Weird. So, the last thing was to delete your diffuse texture and only use my textures. And that finally worked. I'm going to do one more test to see if just deleting your diffuse and keeping the old UV map would work, but that might have to wait until tomorrow. Best of luck with this thing - it's a toughie! I'll keep answering questions for you if I can. Remapped with new textures (a bake and playing around with the original texture):
New UV map to get rid of the 1/2 mapping - Baked texture - Playing around with original diffuse texture (not complete) -
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Post by comb on Jan 6, 2018 6:08:40 GMT -5
This is a weird puzzle! Not 100% sure just yet - could be a combination of things. First, the game doesn't like your diffuse texture. Not sure why. PNG textures I created worked fine, and I couldn't see anything too weird with yours in Photoshop except the transparent parts. Even when I paint-filled the background on yours to get rid of the transparent part, the game still didn't like that diffuse file. Someone with more knowledge than I would have to explain that one. Second, your blender UV map had parts that overlap as shown below. That won't work in Sims 4. Each part has to be mapped in its own space with no overlaps. (at least it did in Sims 3 and still does as far as I know in Sims 4) Another thing I noticed is that the mesh used the sims 2 technique of somehow "halving" the uv map. Basically, the uv map and diffuse textures look like 1/2 of the corresponding mesh part but cover the entire mesh part in game. I've seen it on some Sims 2 meshes I tried to convert for Sims 3. I never meshed or textured in Sims 2, so I have no idea how that was accomplished nor if it works in Sims 4. (It did not in Sims 3). I totally re-mapped the thing in Blender thinking that was the main problem, but even after doing that the game still didn't like your diffuse texture. My new baked texture showed up fine, but not your diffuse texture. Weird. So, the last thing was to delete your diffuse texture and only use my textures. And that finally worked. I'm going to do one more test to see if just deleting your diffuse and keeping the old UV map would work, but that might have to wait until tomorrow. Best of luck with this thing - it's a toughie! I'll keep answering questions for you if I can. Remapped with new textures (a bake and playing around with the original texture):
New UV map to get rid of the 1/2 mapping - Baked texture - Playing around with original diffuse texture (not complete) - Oh man, that makes me really nervous and a bit overwhelmed specifically because having to modify the textures without losing quality is very important to me, but i will give it a try in a little while!
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Post by kitkat on Jan 6, 2018 10:48:00 GMT -5
Well, with a new diffuse and just moving the overlapping part so that it can be textured separately, it works. It does not have to be re-mapped to get rid of the half maps. Here's how I remapped it: And how it looks in game: You won't have to change the original texture except to move the couch base part around a bit and add something over the part of the map you moved. It's the underside of the couch cushion and can only really be seen a tiny bit from the sides, so copying part of the couch cushion texture and pasting it over that section would work. I also made a separate background layer in Photoshop, used the eyedropper tool to get the color of the couch cushion, and paint-filled that layer. Then I merged the two layers into one. Not sure if that's necessary, but, again, there was something about your diffuse that the game didn't like. This is the final texture I used:
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Post by comb on Jan 9, 2018 5:08:02 GMT -5
Well, with a new diffuse and just moving the overlapping part so that it can be textured separately, it works. It does not have to be re-mapped to get rid of the half maps. Here's how I remapped it: And how it looks in game: You won't have to change the original texture except to move the couch base part around a bit and add something over the part of the map you moved. It's the underside of the couch cushion and can only really be seen a tiny bit from the sides, so copying part of the couch cushion texture and pasting it over that section would work. I also made a separate background layer in Photoshop, used the eyedropper tool to get the color of the couch cushion, and paint-filled that layer. Then I merged the two layers into one. Not sure if that's necessary, but, again, there was something about your diffuse that the game didn't like. This is the final texture I used: Im pooped, I cant seem to replicate what you did and it keeps coming out still messed up unless i have no idea what your talking about Im not sure i understand the diffuse part?
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Post by menaceman44 on Jan 9, 2018 11:18:42 GMT -5
What dimensions does the texture have that isn't working? If it isn't of standard size accepted by the game then it will throw a wobbly and not use the texture which is when you get the neon ? texture.
Also, regarding the "half" mapping, it's just the two halves of the object mapped on top of each other to save space when mapping the object to allow it to use slightly larger textures. TS4 hasn't got an issue with that. It's like having a cube where all sides are identicle; instead of having to map and texture each face next to each other, you just create a texture for a single face and then map each of the faces in exactly the same space. That's the best way I can think of explaining it.
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Post by kitkat on Jan 10, 2018 0:06:47 GMT -5
menaceman44 You have solved the mystery! comb 's original diffuse texture was, indeed, 512x 513 instead of 512x512. comb, the diffuse texture is your main texture with color and pattern (as opposed to the normal texture that gives dimension and the specular texture that controls matte/shine). Change the image/canvas size of your diffuse texture to 512x512 and see if that makes the difference. :D menaceman44 - do you know how the 1/2 mapping technique is created in Blender or UVMapper? I understand the concept, I just never knew how it was done. (don't want to hijack this thread, so you can reply in a PM or make a tutorial if that's more appropriate)
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