Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 17, 2018 3:31:49 GMT -5
I followed a tutorial on importing a vector image into blender and creating a mesh from it. I spent a good 10 hours touching up and prepping the image for importation. I guess I needed to spend a few more hours doing it because parts of the mesh is messing. (The tut used a pure black and white image. The black becomes the mesh.) I believe it turned out alright for a first time...it is definitely a rough draft. I am wanting to know how to fix the missing parts of the mesh. Here is a photo of the top portion of the mesh: NOT good, but not too bad. Here is the dropbox folder. Inside you will find the blender file, the original image, the svg (the image I used but touched up), and the clothespins I will be using (as if that really matters in this situation). I am going to add the photo and clothes pins after I fix the main mesh. NO I do not have the shadow for it...that will come when I am ready to clone a painting to import into S4S and of course I have not done the UVmap yet...the mesh is too messed up for that. (hmm I could leave it as is...make it look a little worn out and put photos on it anyway... that might be an option....but not right now...thinking aloud ) Should I scratch it? OR If someone is willing to take a look and tell me how to add on the missing parts, that would be even better. I would really appreciate the help. I am working on a series of photos and would like to put a few of them on this frame with a couple of photo swatch options for the downloader. I thought it would be a unique touch to anyone's home. Thank you in advance for helping me with this.
|
|
|
Post by Zelrish on Apr 17, 2018 4:25:27 GMT -5
Hello there, Why don't you ask on the tutorial you followed how to fix this and where do your mistakes lie? That would make more sense than asking us as we can only provide you with classic ways of fixing it. moving vertices, merging, etc.
|
|
|
Post by Feyona on Apr 17, 2018 4:54:42 GMT -5
I checked your .blend and honestly speaking it's not suitable for game standards, I am not even talking about missing parts but about poly count. Currently there are 25K in your frame and there is no easy way to beautifully reduce is to 2500, this what I'd say should be an ideal amount for a mesh like this. Also I would not use this technique for a mesh like this, or at least I'd combined it with some manual building over the picture reference. I'd scratch this .package and consider as a learning project. Also, Zelrish is right, you found a tutorial somewhere off the forum, therefore you should ask there for help and tips since we don't know what tutorial did you use, and most likely no one has spare time to watch it and guess where did you make a mistake.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 17, 2018 4:57:16 GMT -5
Thank you guys. I will scratch it. Moving on...
|
|
|
Post by orangemittens on Apr 17, 2018 8:10:42 GMT -5
One thing to keep in mind when selecting a tutorial for learning to make game meshes is that most games, and especially Sims 4, are low-poly games. Many Blender tutorials are not designed to teach you low-poly meshing. They're written to teach you how to make items for scene rendering. These are used in a variety of ways (creating still images for ads, brochures, and other applications, films, etc.) but the one thing they have in common is that they don't need to work with a game engine that is busy rendering hundreds of meshes some of which are walking around "talking" to each other. Tutorials of this type will show you how to make high-poly constructions using techniques that may not even result in a mesh the game will recognize. They will often include steps that aren't necessary for game meshes (such as scene lighting). Low-poly meshing is a different process with its own challenges that are not addressed by tutorials written by people whose poly count limit is dictated only by how long they're willing to wait for their computer to run a render. It may be the case that you can use some of these tutorials to learn how to navigate Blender or pick up some tricks, but, at the end of the day, the tutorial item is probably not going to be suitable for Sims 4, and the tricks may not be useful for low-poly meshing. If that's recognized at the outset, and you want to keep at that tutorial anyway - great. If you don't recognize this at the start though, discarding one project after another could grow a bit tedious and frustrating. Another thing to keep in mind is that we don't support off-site tutorials here, and we do not support high-poly mesh projects in general. The focus here is on Sims 4 Studio projects that will function properly in Sims 4.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 17, 2018 10:12:14 GMT -5
One thing to keep in mind when selecting a tutorial for learning to make game meshes is that most games, and especially Sims 4, are low-poly games. Many Blender tutorials are not designed to teach you low-poly meshing. They're written to teach you how to make items for scene rendering. These are used in a variety of ways (creating still images for ads, brochures, and other applications, films, etc.) but the one thing they have in common is that they don't need to work with a game engine that is busy rendering hundreds of meshes some of which are walking around "talking" to each other. Tutorials of this type will show you how to make high-poly constructions using techniques that may not even result in a mesh the game will recognize. They will often include steps that aren't necessary for game meshes (such as scene lighting). Low-poly meshing is a different process with its own challenges that are not addressed by tutorials written by people whose poly count limit is dictated only by how long they're willing to wait for their computer to run a render. It may be the case that you can use some of these tutorials to learn how to navigate Blender or pick up some tricks, but, at the end of the day, the tutorial item is probably not going to be suitable for Sims 4, and the tricks may not be useful for low-poly meshing. If that's recognized at the outset, and you want to keep at that tutorial anyway - great. If you don't recognize this at the start though, discarding one project after another could grow a bit tedious and frustrating. Another thing to keep in mind is that we don't support off-site tutorials here, and we do not support high-poly mesh projects in general. The focus here is on Sims 4 Studio projects that will function properly in Sims 4. Thank you. I never knew that. I knew we needed to have low poly counts, but never knew where to locate the counts until I researched it after reading the second answer to my question. I did learn a couple of tricks, but nothing to help me to actually make what I wanted to make. Trying to incorporate The tuts on here and putting together what will help and work is really frustrating at times. I still don't quite understand how the scroll work is done, or how to make a "hole" in a mesh. Trying to figure out the best approach at the above mesh. i did scrap it. I figured since I will be using S4S to export the clone and import the new mesh that someone could help here. I am sorry for this being off s4s dealings. There really isn't anyone on youtube that is having videos on something similar to what i am wanting to accomplish. But I do appreciate this information and feedback. I hope to have this finished and be able to have to another deco piece for you guys to download. I really think it would be cute to have on the wall. I have an idea what to clone, but the other stuff. I will figure out eventually.
|
|
|
Post by Feyona on Apr 17, 2018 20:54:19 GMT -5
I highly recommend starting with basics, with tutorials about edit mode, splitting vertices and faces, merging, rotating and so on. I myself watched over 50 different tutorials whenever I had spare time. I was cooking and watching tutorials, running on treadmill and watching tutorials again. Most of the time when I watched I'd get this feeling "Aha! I can use this here and here!". I work in Blender for over a year and able to make shoes from scratch, but I still come back to basic tutorials to re-watch because some techniques can be forgotten over the time. Start here: www.youtube.com/playlist?list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkSRegarding the holes. There is nothing easier than to find this kind of tutorials on youtube. There are plenty of them to see, try and choose which one looks best for you. www.youtube.com/results?search_query=blender+holesIf you meant not round holes then approach is different but first you absolutely need to know basics and what Blender capable of. I also like these 3 videos and think that everyone who works in Blender should watch them. I picked a lot of useful tips even after working a year in Blender.
|
|
|
Post by orangemittens on Apr 17, 2018 23:10:43 GMT -5
Learning how to mesh well can be a hair-pulling, frustrating endeavor if you don't start with a methodical approach to learning the basics as Feyona pointed out. I think the least painful route to success is having the goal of getting something in the game that you like and feel good about finishing rather than pushing yourself to make things for other people. If you stick with it, then you can work on gradually more difficult items. The key is choosing a reasonable project and giving yourself time to learn. Take a lot of deep breaths, step away from the computer when you're starting to feel like throwing it through a window, and remind yourself that this is a hobby that you do for fun. When it's starting to feel un-fun, take a break.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 18, 2018 5:21:51 GMT -5
Feyona and orangemittens for the wonderful feedback. I actually took a break from it, but still thought about it. Thinking about the polygon count at the same time. This mesh is fairly cut and dry if you remove the parts where the clothes pins and pictures. The wires are straight. The base is straight same height, but slightly extruded. the top is slightly curved on the top and bottom. The bird will be more intricate, but the two circles will be easier and so will the handle. I thought about starting with the wire in the middle of the frame because it is pretty much straight from top to bottom. then taking the bottom vertices of that wire and bringing it down and the taking the side vertices and pulling it to the left until the bottom starts to curve inward. Repeat on the right. Then taking the edges and moving them and extruding and moving inward...on both sides of the base. then taking the far left top vertices and dragging them to the top where the curving inward begins. What I did to the bottom I do to the top. Same thing on the other side. Then extrude and curve inward slightly as I go to the very top of the birdcage on both sides. So, I am thinking extruding and box select and grabbing and scaling are the main ones to use on this. Also for the other wires. using the vertices for that one part will be taken from the base and brought all the way to the top. i will see how this works, and watch those videos, and if anyone wants to comment in the mean time, feel free. if the above idea doesn't sound right...just let me know. This will be work, but just like the paintings I used to create a canvas mesh, this one will be my own. I just want to create something...that is my own....sounds selfish, but I know when I get it completed. I will feel like i accomplished something....
|
|