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Post by ppfashion on Jan 3, 2021 3:05:16 GMT -5
Hey Simmers!!
I have been searching for a detailed step by step tutorial on how to upload normal maps for clothing CC. All tutorials i have watch/read helped me get a good understanding on how to creating them but when if is time for me to upload them through the warehouse tab I am lost. please help...
Questions:
1. What size should the normal map be? (i think it should be 2048 by2048)
2. Should the normal map be transparent? (if so how transparent)
3. when adding the resource for the normal map should the group and instance numbers be the same as your texture file?
4. should the resource type be RLE 2 Image?
5. Why do my mesh and the sims disappear when i try to add normal maps to my mesh through the warehouse.( i read somewhere this was happening because the normal map was being uploading through the texture tab this is not the case for me i uploaded trough warehouse and my mesh and sim disappeared in CAS.
Most tutorials glance over the step which involves the geometry.
1. How do you connect the normal map to the geometry in the warehouse tab? (this question could be worded wrong) I think you just paste the info over but I'm not sure.
thanks for your time!
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Post by mauvemorn on Jan 3, 2021 7:26:33 GMT -5
Hi. You are making clothing, right? There is no need to import a normal map through the warehouse, clothing already comes with the normal map slot added. The size depends on the type of mesh you cloned. If it is rectangular ( 1024x1024), then make it rectangular. You can double the resolution. If you are cloning a nude body, it also has a slot, but i advice you to not do that because nude clothing comes with a buff that can give sims embarrassed moodlet. You can remove it, but why bother when you can simply clone swimwear
If you're making a map in dds, it should not have transparency. If you're making it in png using a mask, then yes. Export the normal map in the right format and study it
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Post by ppfashion on Jan 3, 2021 10:43:19 GMT -5
Yes!, I am making clothing a track jacket. Ok got it do NOT upload normal maps for clothing through the warehouse. ok so when making my own cc I should upload the normal map just like the defuse map which are 2048x4096. Just to clarify when I save my normal map images they will be in DDS format and 2048x2048? You also said I could use 1024x1024? and note taken on the swim wear base...
also when using a swimwear base when I am ready to upload the maps for my new mesh do i need to make the old maps blank first?
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Post by mauvemorn on Jan 3, 2021 11:22:43 GMT -5
So basically, when it comes to CAS items, diffuse, shadow and specular maps are always rectangular. They are not tied to geometry. They always encompass all available uv space but the uvs and textures are only in the designated area for a specific category of CAS items. By default it is 1024x2048 for diffuse and shadow maps and 512x1024 for specular. Players can modify their graphic setting to display higher quality textures. This is reffered as HQ mod. For this, a player needs to manually double the size of diffuse, specular and shadow maps in GraphicsRules.sgr . Normal map is not in the list of maps that can be modified because they come in different sizes. If you want to make your cc compatible with the HQ mod, you need to make the diffuse and shadow 2048x4096 and specular 1024x2048. If they are of different sized, the whole sim will be black in ts4. The size of the normal map does not matter, only the shape (if that makes sense). For example, a normal map for a track jacket would be square because it utilizes only the space meant for clothing, not the whole uv space. The hat utilizes only the space meant for hats. Shoes only the space meant for shoes. No, you do not need to make the maps blank.
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Post by jwofles on Jan 5, 2021 11:17:22 GMT -5
2. Should the normal map be transparent? (if so how transparent) No, but if you haven't already you need to convert your normal map to the sims 4 format. Follow this tutorial by slyd from around step 25, and make sure you save as DDS (settings: dxt5 with transparency).
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