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Post by neinahpets on Apr 2, 2020 4:20:28 GMT -5
Tools Used: Sims 4 Studio 3.1.2.6 (Wishes)
Hello everyone,
So I am working with some of EA's base game items to do some recolors and I'm running into a little bit of a conundrum. I have seen this occur before but the look didn't bother me as it worked for an abstract watercolor pattern - not so much for trying not to stretch fruits.
That being said, when I create my diffuse map by editing the existing one in Photoshop it looks perfect. Load into S4Studio and ... well, not so much. It's stretched as if it isn't enough to fit the area and is trying to overcompensate - it is also lowering the quality, which may be a result from the stretching. I even exported the blender file to try and check it out and because my knowledge there is so scarce I'm at a loss if anything must be changed there for a basic recolor.
Thank you for your help.
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Post by freeasabird on Apr 2, 2020 14:22:02 GMT -5
Tip, when posting a pic from Imgur, select the pic and right click 'copy image address' . use that to post your pic. Curtains, EA are lazy when they make plain curtains, the mesh is usually two single curtains on top of each other, but your pic appears to show the mesh has been halved perhaps and layered? Are they the curtains with white at the top and blue at the bottom? If so then to make your pattern work you might need to remap the mesh and make a new texture.
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Post by neinahpets on Apr 2, 2020 15:37:42 GMT -5
Tip, when posting a pic from Imgur, select the pic and right click 'copy image address' . use that to post your pic. Curtains, EA are lazy when they make plain curtains, the mesh is usually two single curtains on top of each other, but your pic appears to show the mesh has been halved perhaps and layered? Are they the curtains with white at the top and blue at the bottom? If so then to make your pattern work you might need to remap the mesh and make a new texture. Thanks for the tip
Yes, they are the ones that have options for a color block on top (but the reverse of that, blue top, white bottom because they are thinner - same general thing though lol) I did notice in blender that the bottom half of he Diffuse map would be completely unnecessary. I even tested it by removing my pattern and leaving the bottom white and it looked the same.
I'm still new to mesh creation, though I've done clothing from scratch and some object editing. Would you happen to have any pointers for the direction to go when beginning to remap (or a guide I can look at to teach myself?)
Thanks so much for responding!
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Post by neinahpets on Apr 2, 2020 17:39:15 GMT -5
I actually figured it out - it was so simple! Just selecting the bottom of the UV and dragging it down. Thanks again for your help!
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Post by freeasabird on Apr 2, 2020 20:18:34 GMT -5
No worries, always happy to try and help. I'm glad you worked it out. Oh tips for mapping. Practice on a mesh that is simple so you can see how the mesh is unwrapped. Try 'unwrapping from view' if its a flat object and you can see it all from above. Or if its a simple curtain style mesh and you can line the object up so you are viewing straight on and do the same, but that can be tricky so it takes a bit of practice. To make mapping curves easier using the edge mode make a line down the seam and around the top and bottom then 'mark seam' and click unwrap, if its a cylinder or close to one use 'unwrap as a cylinder'. If you are lucky it will line all the faces up in a perfect line. The biggest uv map I use is 1024x1024, but I prefer to use 512 or even 256, the size of the uv is relative, pattern quality is better on a bigger UV but plain things can easily use a smaller uv map and I think this helps the size of the package file and ultimately helps to reduce game lag. Oh and try to fill the uv the best you can. I hope some of that helps
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