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Post by badman727 on May 17, 2017 21:12:16 GMT -5
Hello. I hope someone could help me on this and possibly tell me what I'm doing wrong. There is a building that I am converting to Sims4 and I have it all uv mapped and everything and looks great in Blender. In Blender: But however when I import in into S4S, the texture seems to shift and I also noticed that when I export in out of S4S and back into blender the mesh is partially missing and the uv map is definitely altered... In S4S: Anyone know why this could be and a fix perhaps? Thank you
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Post by inabadromance on May 17, 2017 21:34:45 GMT -5
hi! Have you read and followed the steps detailed on this guide? - Remember that all the groups (quantity) with their respective cut numbers must match the original EA mesh. - On step 15 from the guide linked above, you should double click the "uvmap" title and change it to uv_0. - All the elements of the mesh must be mapped in one single texture. This will differ if you're working with a package with more than 1 texture. If you need more help after following the suggested, please share the blend and package file.
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Post by badman727 on May 17, 2017 22:07:26 GMT -5
Thank you for your reply Inabadromance! Yes, I am very familiar with converting objects and this is the first time I've had this problem. All of the Cut numbers match with that of the EAXIS mesh clone and the uv map names are "uv_0" Here is the file if you want to take a look www.mediafire.com/?37ajk3699doxz2y
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Post by haya194 on May 18, 2017 0:36:21 GMT -5
Check the textures tab. There should be two textures. Change the second one not only the first. This depends on the object you cloned.
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Post by badman727 on May 18, 2017 11:52:16 GMT -5
Check the textures tab. There should be two textures. Change the second one not only the first. This depends on the object you cloned. This was done originally as well. However, thank you for your response!
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Post by inabadromance on May 18, 2017 13:45:56 GMT -5
I'm sorry, but i don't think i can help you with this project. What i've spotted is that the UV gets moved and differs to the original mesh when re exported. It slips my knowledge and the only suggestion is that you export the UV from the original mesh, import that image on the exported version and try to match the two UVs.
I'm curious, wouldn't it be easier to recreate this build in game?
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Post by andrew on May 18, 2017 18:48:58 GMT -5
Hi badman727, you have a piece of your uv map that is way off the grid: You can see it if you zoom all the way out on the uv map (in red). If you move that piece to the grid where the rest of the mesh is (in green), and re-import the .blend, it should fix it
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Post by badman727 on May 19, 2017 12:09:16 GMT -5
OMG Thank you so much Andrew ! You are wonderful <3
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