sabby
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Posts: 9
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Post by sabby on Mar 22, 2017 21:44:43 GMT -5
So I'm pretty new to creating my own meshes, and blender. I have read so many tutorials as of late that I think I am getting all of my information confused. I am trying to create this bathtub, but I am running into a few problems. 1.) When I apply my material/texture to my tub in blender it ends up looking like this : And that is when the texture is set to UV. Given when I Unwrapped the UV I set it to smart UV unwrap. Because when I did Cube Projection it wouldn't fit in the box, and when I scaled it down to fit in the box, it fouls up my textures again. I have no idea how to apply this rustic metal to my tub and have it look right, I know I can because I did at one point and had no idea what I did lol :( 2.) I don't know how people create these images : The only thing I know that comes close to this is doing a Full Render Bake to ensure my textures line up the way the do in blender.. (Not that they currently line up right anyway) Because I don't know how I am suppose to do a normal ambient occulusion bake and go into a 2D editor and actually create an image like this. Confused :( 3.) Also when I import the mesh back into Sims 4 Studio I made sure my bathtub was the same cut as the previous EA bathtub. But it imports incorrectly because I still see parts of the old EA mesh intertwined with mine, once I kept playing with the cut numbers it imported correctly. But if I make any changes (textures etc) in blender and resave (Without changing any cuts!) I import into Sims 4 Studio and it's fouled up again. I have to go and play with the cut numbers again to get it to line up right. It's just odd. 4.) I also do not know how to apply a specular map or a bump map through Sims 4 Studio, when I try to go into Warehouse and replace what LOOKS like their bump map and speculars, I can't find where to apply the bump and specular maps for my other swatches, I only seem to be able to find the ones for the first swatch. IE I want my first swatch to be this rusty metal, so I only want some shine and no gloss, etc, I want my second swatch to be a more glossy porcelain, third swatch to be very matte, and so on. I think I even correctly made the proper bump and specular maps but have no idea how to apply them? 5.) When I get into the game, all of the swatches look way too glossy and shiny, and of course the textures are cut and choppy like in the above photo of it in blender. Which isn't a surprise, if it looks like that in blender, then yeah it's probably gonna look like that in game. I guess I have no idea where to start. Any help would be appreciated. Here is a link to my package and blender files. PackageBlender FileHow do I make this bathtub? lol Thank you for any input!
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Post by inabadromance on Mar 23, 2017 0:05:18 GMT -5
hi! Hopefully i can clarify some of your questions, if i miss anything let me know About cut numbers: i exported lod1 from the package an it has 5 mesh groups (0 to 4). I'm assuming the highest lod as the same amounts. For your mesh to import properly and the original groups to be updated, your blend has to match exactly the amount of groups with their respective cut numbers. In your blend you only have 3 groups (0, 2 & 4). You're missing groups, I suggest appending the remaining groups you're missing and edit each one so that you have a single plane that you can hide inside of the tub. About UV: I'm not sure i understand why you posted EA's tub texture.. it's not "mandatory" for your texture to look like that... you're the one to decide what's best for your item. The current state of your UV makes it difficult to have a smooth texture because the mesh is divided into multiple pieces. I suggest using seams along with unwrap to control that. Here's an useful video that will help you understand how seams work. Also, while looking at your mesh.. i noticed that everything except from the tub is flipped inwards. To fix this, select the whole mesh and head over the uv tab on your sidebar to click "recalculate". About bump maps & speculars: 1 of each per package, all will apply to all swatches regardless. I believe you can manually add this modification. Try reading this thread.
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sabby
New Member
Posts: 9
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Post by sabby on Mar 23, 2017 6:52:12 GMT -5
I appreciate your help, I am going go try all of this now! Much much appreciated. Thank you :-)
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sabby
New Member
Posts: 9
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Post by sabby on Mar 24, 2017 0:22:45 GMT -5
Well I designed my faucet and everything. It ended up being too many polygons, so I searched all day on how to lower that. I did decimate, booleans and tried to figure out how to delete interior faces, not much luck there, removing doubles, something about nonmanifold. Argh lol. So I got my polycount down, and it looks okay in game. My texture problem still exists though.
What I meant earlier by posting the EA Tub texture is how do I create something like that? Are people seriously going into a 2D editor and hand-painting some of this? Like, the only thing I know to do is to do a full render bake and my tub looks great when I use that as a diffuse, but my faucets look nothing like the render in blender. It's splotchy. I tried just pasting my own textures over some of these items and it doesn't really work because then it's not seamless, and doesnt line up right.
I tried messing around with seams on my faucet, recalculating and UV unwrapping, again things do not look right.
I have spent all day trying to figure out how people create those diffuse maps to use for their texture. And I've exhausted Google to no avail.
This would be fine if I was just going to use a blank color I guess? But I want to use a particular texture IE: The Rust Metal like in my earlier pictures.
Again, completely lost and out of ideas :-( Any help would be appreciated!
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Post by Xelenn on Mar 24, 2017 14:39:59 GMT -5
sabby I had a look at your bath tub (I'm not a huge professional)) but for the rusty version I would make a simple texture (to start with) with 2 blocks just a little of a dark texture space on the side, big enough to fit faucet parts, and place your rusty texture on the rest of a texture space. Save and go to blender, open this image for the mesh group_0 the one with a tub mesh and just move around those unwrapped pieces of a tub in the UV view and look how texture changes on the actual mesh, move UV pieces till texture looks as desirable as possible on the mesh. Also (and better!) you can try to unwrap it differently, I often use - project from view unwrapping, you don't even have to chop the mesh into the pieces, just select those faces that need to be unwrapped, fix the view - example - in this case all inside part of a tub can be unwrapped as an oval shape (if you press 7 - for the top view) then - unwrap - project from view. Then you can move vertexes or edges in the UV view if needed to achieve even better result, and watch how texture moves on the mesh. Faucets is easy, side view of it should be good enough for unwrapping or just leave it as it is now if you happy. Outside part of a tub could be more tricky I would try vertical edges split on the front and back sides up to the bottom oval section and a full line of a edge split along the top edge of a tub (excuse my English pls)) then I would select whole bottom part with outer sides of a tub and just click unwrap (the simple one) it should get unwrapped into an oval with a big ears)) So you will get at the end just a 2 good big parts for the tub itself in your UV view, now it is easy to move it into the best looking place of a texture. Don't forget to change your uv_1 you can just delete the old one and add new by pressing + and rename it as uv_1 Now select whole tub mesh and export UV layout from UV view. Go to 2D editor open texture, and place UV layout layer on top, now when you can see what is where, edit those areas on the texture that has been split apart , you can do it with the stamp tool or some other way but your goal is to make texture on those seams almost identical on both sides. You can add shadows there and here and so on. Check in S4S and if you want in game, edit more if needed. )) At the moment as I see your package still constants normal and specular maps from EA bath tub, you can see them in warehouse tab, that's why it's gives you shine and wrong shadow on the texture in game, replace both of it. For purposes like this I like to replace those DST images with some other ones from objects in game, for the matte look I use shadow and specular maps from one of a rug that has no visible bumps or shadow whatsoever, but you can look for something else or create your own (and teach me please how to create those)) if you know how. Also I noticed you just copied whole s4studio_mesh_0 into s4studio_mesh_3 and same for the ..._mesh_1 and ..._mesh_2 to create 5 needed mesh groups, but that is gives you double poly count! It is better to do more or less on the same way how EA does that - their bath tub mesh separated into 2 parts - inside and outside parts in the different mesh groups. What you can do - For the mesh_0 group delete outer part of a tub, then (as you already have whole tub mesh in the ..._mesh_3 group) delete the inside part of a tub on the s4studio_mesh_3, you have this part already in the ..._mesh_0 group. So you will have the same solid look of a tub anyway at the end, but muuuuch less poly For the shadow plane - (you also copied them identical into 2 groups) I would rather delete the most faces of the one of it, leave just a square plane and use it as a shadow under the faucets - the same way as EA use it. ...I just unwrapped tub mesh into 2 pieces using - project from view - first inside part with top view - numpad 7 and second part -project from view in bottom view cntrl+numpad7 .. texture lays down almost perfect without cuts and splits of anything on the mesh you will need to move little bit circles of a edges or a vertexes in the UV view the ones that belong to the edges of a tub as they looks stretched a bit, just one row or so, but otherwise we almost there. I would recommend you to remove doubles before unwrapping, then it would be easier to select and move those edges on UV that needs texture correction. I didn't put the dark texture block for the faucets on this quick try but there is lots of space for that still available. I really hope my explanation is not tooo confusing)) Just try it;)
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sabby
New Member
Posts: 9
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Post by sabby on Mar 26, 2017 1:58:57 GMT -5
Thank you tons. Definitely helpful information here. I have totally had difficulty with UV unwrapping and getting my textures to look right. I had no idea I was doubling my poly count just by duplicating two simple planes and hiding them in order to achieve the 5 groups that it needed to import correctly. I will definitely try your methods! Thank you thank you :-)
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