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Post by fursims on Oct 23, 2016 8:47:51 GMT -5
I did the following:
I choose a coffee table, append the glass object and applied it into my bookshelf. The cut number was 3. Now i need to get the UV right, because of the new glass object. But when i hit ctrl+J in blender and add them all in 1 goup, the UV from the glass shelves dont show up. I guess its because they have different cut numbers, cause when i select the single glass object, the UV shows up.
How can i still get the full UV even though i cant use CTRL+J to add them all in 1 group?
I also noticed the EA mesh is having different groups for every cut number, so i guess thats how it works. I just dont know how to still get a full UV so i can edit the texture.
And after all, would it work like this? I assume thats all i had to do right?
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Post by fursims on Oct 23, 2016 8:51:11 GMT -5
EDIT: I might have been wrong. Forget what i said above. Is it true the glass part does NOT need texture and thats why there is no UV of it????
But what if i want to change the color of the glass? .. im confused
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Post by orangemittens on Oct 23, 2016 13:22:45 GMT -5
Before clicking Ctrl j make sure the two items you're joining have the same name for the UV. That will put them on the same map. The glass mesh will need to be mapped. In many items I've seen, the glass mesh is in a separate mesh group and if that's the case with your item you need to be sure the solid mesh is in one mesh group and the glass mesh is in another and they have different cut numbers. If you are still having issues, post the name of the item you cloned so that more specific advice can be provided.
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Post by fursims on Oct 23, 2016 15:22:41 GMT -5
I have used: form and function industrial coffee table. I have just used the exact glass and placed them in my bookshelf, since it had the good shape, just resized them a bit. The glass cut number was 3 and the main part of the table had a cut number 2, so i named my main frame of the bookshelf 2 and the glass helves 3. The mesh comes out right in s4s, but i would prefer to adjust the colour of the glass a bit. So in this case, i guess it isn't possible? Cause of the different cut numbers. Its no big deal for this object though Just good to know that the next item should be a different mesh from EA. There is however shadow of the feet, that shows in my new mesh. It had cut number 1. Is it safe to delete it? How about replacing the mesh with cut number 0 with the one from the bookshelf? Or is that not necessary. I haven't come to making shadows yet for my items. I am planning on reading the tutorial on of these days though
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Post by orangemittens on Oct 23, 2016 21:21:40 GMT -5
The .package is set up so that cut number two (solid parts) is using the first texture you see on the texture list on Studio's texture tab. There is a texture below that which appears as a greyish square. That is the texture for the glass group (cut number 3). To change the color of the glass you need to change the color of that image. To see this in Blender, right click the glass group mesh and go into Edit mode. Click the a key to select all the vertices of the mesh. The map will show up on the left side. Click the little up/down arrow that is directly to the right of the word UVs underneath the window where the UV map shows up. Select the greyish square from the list of images that pops up. There is a tutorial in the Build/Buy/Tuning section that shows how to deal with all the various kinds of shadows Sims 4 objects have.
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Post by fursims on Oct 26, 2016 12:35:34 GMT -5
I got the same problem again today with a full glass side table i tried to make.
I choosed the EA mesh: The Staccato.
The glass part had cut number 1. So my whole mesh has cut number 1. I left the shadow with cut number 0 alone as the original and i just deleted the vertices from EA with cutnumber 1 and 2 after i was done.
Now in s4s studio it shows again the old mesh through, but what is wrong this time? Everytime i create a new mesh and leave a cutnumber out, this seems to happen, but when i add something in this table with cutnumber 2, then it shows up right. I was told you don't have to use all the cutnumbers the other day.
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Post by inabadromance on Oct 26, 2016 13:08:58 GMT -5
hi! i'm not sure what is the issue you're having with your new item. If the original mesh has 3 groups, being 0 1 and 2 (all with their respective cut numberes) then your mesh must have the same exact groups and cut numbers to be imported correctly.
If you want further assistance, please leave .blend and .package.
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Post by fursims on Oct 26, 2016 13:25:48 GMT -5
hi! i'm not sure what is the issue you're having with your new item. If the original mesh has 3 groups, being 0 1 and 2 (all with their respective cut numberes) then your mesh must have the same exact groups and cut numbers to be imported correctly. If you want further assistance, please leave .blend and .package. Ah misunderstood something that was said in another post about not having to use all the cut numbers. Ok, now i now you need to use them all. I need to find a EA mesh that just contains glass then. Not sure if theres one..
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Post by inabadromance on Oct 26, 2016 13:39:54 GMT -5
There's a recolorable / editable only glass cube from OM i believe. You can find it on the catalogue. Probably if you look only for "glass" or something.
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Post by FlowersSimFactory on Jun 20, 2017 16:54:56 GMT -5
OMG! THANKS! Apparently the whole cuts actually do matter :D I figured out my first clothing. Thanks!
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