For the purposes of Sims 4, usually, you need to do the following:
The meshes1. Make your mesh in Blender.
2.
UV map your mesh.3.
Export your UV layout into a PNG file. You'll need this for making your textures.
4. Give your mesh--or the different mesh groups if you had to separate your mesh into different parts--the appropriate cut number or cut numbers. (What cut numbers you use depend on what you cloned for your final package).
5. Adjust the flat plane mesh that's meant for the floor shadow so it's the right size for your mesh.
6. Save your mesh. This would be your LOD 0.
7.
Lower the polycount using the decimate modifier and/or dissolving edges (Alt + Shift select edge loop, press X, choose "dissolve edges").
8. Save the file. This your LOD 1. Continue lowering the polycount and saving for all of the other LODs.
9. Close Blender or open a new scene.
10. Open your LOD 0 then delete the flat plane meant for floor shadows.
11. Join all your mesh groups if you have more than one (hold shift, select mesh groups, Ctrl + J)
12. Give your mesh a cut number of 0.
13. Save. This is your shadow LOD 0. It's used for shadows your object will cast when it's outside.
14. Do steps 10-14 for your other LODs.
The Textures1. Using your LOD 0 with all mesh groups joined into one group if you had several mesh groups,
bake an ambient occlusion map, and export it.
2. Open your UV layout in Photoshop (or GIMP, or whatever).
3. Open your baked ambient occlusion map in Photoshop.
4. Copy and paste your baked ambient occlusion map into the same document as your UV layout (hint: use shift + Ctrl + V to paste it exactly in place).
5. Make your diffuse texture in Photoshop and how you do this is up to you. You can use images you found online, or paint your own textures. To make your baked shadows show through your texture,
do this. 6. Once satisfied with your texture, delete the UV layout and flatten your image. Save as either PNG or DDS. (If your DDS has an alpha channel, use DXT5 Interpolated Alpha; if no alpha channel, use DXT1 No Alpha).
7. Make your bump map.
sims4studio.com/post/164436/thread (This WILL need to be a DDS and WILL require an alpha channel)
8.
Make your specular (The specular map controls how shiny your object is and your red, green, and blue channels all control a different type of shine. The alpha channel controls the intensity of the red, green, and blue channels' combined effects. Most people just clone an EA item with the shine they want and study how the EA specular looks then tries to do the same thing with their own specular. I HIGHLY recommend you use a DDS for your specular and you will need an alpha channel).
Your Final Package1. Clone something that is similar to what you are making. e.g. clone a table if you're making a table; clone a decor item if you are making a decor item.
2. Import all of your meshes.
3. Import all of your textures--your bump map and specular may have to be imported via the warehouse.
And that's basically it! Things can get more complicated if you're making something special that requires extra adjustments (if you need to add or move slots, for example).
If you are new,
try using this tutorial to familiarize yourself with the process.
Sorry that I keep editing this post. I never notice my grammar errors until after I post. :(