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Post by j on Aug 24, 2016 2:57:14 GMT -5
After reading your explanations "j" (that's really the name of secret agent, but ...) I think I understood that creates an object for Sims 4 is really not for my low skill on blender. I'll quit my career of modder on this lamentable failure There are plenty of tutorials here on the site, like the one I already linked, that could help you learn, if you're interesting of course.
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Post by j on Aug 23, 2016 16:12:13 GMT -5
Alright well there's a number of problems with your object. Your .package won't even open for me, I get an error straight away. In terms of your mesh, your group needs to be called "s4studio_mesh_0", yours is called "group_0". This is going to be a hat, yes? Ideally you would clone a hat that hides all hair (so the wrestler mask, or the Princess Leia "hair"), then replace that mesh with yours within Blender. Your hat in its current state doesn't have any bones so if you do the clone and replace method, that should take care of the bones for you and you would just need to weight-paint your hat. Your object isn't mapped correctly also. With TS4 CAS parts you need to stick to a very strict template otherwise you'll see your horse texture bleed over skin, hair and clothes. You can see the template here. Inabadromance linked you a tutorial on importing Buy meshes, there is one on CAS accessories also.
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Post by j on Aug 23, 2016 14:40:32 GMT -5
For TS4 CAS parts you need to stick to a very strict UV template. You can view it here. The space for neck accessories is very small, so it would be hard to texture a very detailed accessory. You could try utilizing the "extra" space in the lower right corner but it's not advisable because that is where many EA ruffles/sleeves are mapped, as well as where CC makers map 99% of their "other" CAS CC.
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Post by j on Aug 23, 2016 9:45:51 GMT -5
You can view face count of your mesh on the very top of the Blender window. I don't know what you're making, but if it is more than 3-5k, I suggest you decimate before attempting to import to S4S.
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Post by j on Aug 23, 2016 8:03:43 GMT -5
You need to edit the bump map, it can be found in the Warehouse tab.
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Post by j on Aug 23, 2016 3:04:03 GMT -5
and it also sometimes just keeps 'importing mesh' for hours. This is normally a sign that your mesh is too high-poly. TS4 is a low-poly game and your meshes should really not exceed 5k poly for detailed/"large" objects such as hairs, clothes and big furniture. Small decor should really not be over 1k poly. If you're using free 3d models, they generally range between 10k-100k poly.
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Post by j on Aug 22, 2016 10:37:33 GMT -5
I can't really see anything wrong with the mesh or the slots, but I did notice that the original books object you cloned off of has an _FX_ slot that your plate doesn't. Perhaps you manually removing it is what is breaking your object?
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Post by j on Aug 22, 2016 4:34:48 GMT -5
Generally speaking you should not add or remove meshgroups. So if you cloned off of something that comes with 7, your end product should have 7. If you cloned an object with 2, your end product should have 2.
Why not clone a different set, the one that comes with glass?
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Post by j on Aug 22, 2016 4:32:44 GMT -5
You could try the tuning method, or if you know your way around Blender, you could simply clone a regular dining table and replace that mesh with the mesh of the desk of your choice.
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Post by j on Aug 21, 2016 5:01:00 GMT -5
What sort of mesh are you importing? Did you manually make your plates where you exported the book mesh, then replaced it with plates in Blender? Feel free to post your .package.
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Post by j on Aug 21, 2016 4:08:35 GMT -5
anskaI moved your tutorial into Build/Buy/Tuning category out of Deprecated.
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Post by j on Aug 21, 2016 4:03:25 GMT -5
I have 0 experience making actual collectibles, but technically speaking I would assume that if you clone a postcard, it should retain all of its properties, being a collectible included. I guess all you can do is create one and then test in-game if your sim ever "finds" it.
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Post by j on Aug 21, 2016 3:58:10 GMT -5
Did you delete the footprint or something? What are you cloning for your plates?
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Post by j on Aug 20, 2016 6:22:55 GMT -5
Are there holes in the mesh? If the object vertex-painted seamlessly?
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Post by j on Aug 19, 2016 13:52:36 GMT -5
Depends what you're trying to do. If you're thinking of creating a custom texture and want to create a custom effect, then yes, I don't think there's a way to create custom effects yet. If you want to remove the effect altogether, you can do that. OM has a tutorial here.
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