|
Post by orangemittens on Dec 11, 2014 17:59:58 GMT -5
After discussion in another thread the team has looked a little more at Studio's ability make edited EA clothing items or custom clothes not based on a previously existing EA garment. Some quick tests demonstrated that Studio is able to manage this while retaining slider functionality as long as the method used insures a second UV is present and made correctly. This is an EA top that I edited by moving existing vertices and extruding new ones:
It works with no problem regardless of what weight setting the slider is on.
After that I tried making a custom mesh that wasn't based on an EA garment. (pardon the poor recolor job I did on this one...my texture is off the mesh and on the skin in some places) It works with the sliders also:
Both of these experiments take advantage of EA's second UV and retain it. The second uses a duplication method that works with Blender and, I believe, will also work with Maya or 3ds Max although that remains to be tested by someone with one of those editors. Older and less comprehensive 3D editors like Milkshape aren't going to be able to use that method although I think editing an existing EA mesh is within their capability.
The team is going to need a day or two to get this ready for posting but there will be a Preview version out this weekend that allows cloning of all CAS items. Although we're going to be constrained by the requirements of the second UV I think there is still a lot of potential for people to make some great stuff. I'm really excited about this step forward and I'm hoping there are some creators here willing to beta test it.
|
|
|
Post by MisterS on Dec 11, 2014 19:58:24 GMT -5
Awesome stuff indeed cant wait
|
|
|
Post by dailywalker on Dec 13, 2014 20:43:17 GMT -5
Great Stuff! Thank You!
|
|
|
Post by Pixelspass on Dec 18, 2014 11:20:17 GMT -5
I still don't quite get it. I am no stranger to Sims 4 Studio and I have made some tutorials on Youtube about it, but what exactly do you mean with "EA's second UV" and "Custom clothes not based on a previously existing EA garment"? I feel like a total noob to ask this but can someone please explain?
|
|
|
Post by orangemittens on Dec 18, 2014 19:02:48 GMT -5
If you open a mesh in a 3D editor like Blender or 3DS Max (Milkshape is not capable of displaying more than one UV map) you will note that it has 2 UV's and a map for each one. For example, this is the first UV of a hair mesh: and this is the second UV for the same hair: The second UV is important for the function of the sliders players use when creating their Sim. If the second UV is made incorrectly the item won't work with the sliders and it may become distorted in the game as well. Most custom clothes that are currently being made are based on a previously existing EA garment. The creator uses the garment's mesh and makes edits to it. A mesh not based on a previously made EA garment is one that was not made using that method.
|
|
|
Post by untraditionalnerd on Feb 7, 2015 10:58:25 GMT -5
Could you please make a tutorial to explain how to do it? I've been working on a jacket with a new collar mesh but it goes crazy once in game. :/
|
|
|
Post by orangemittens on Feb 7, 2015 11:20:33 GMT -5
I can take a look at your jacket project if you post it.
|
|
|
Post by untraditionalnerd on Feb 7, 2015 11:34:15 GMT -5
orangemittens Thank you a lot! I'm going to post it under Creator help then
|
|