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Post by kitkat on Jan 25, 2019 22:08:40 GMT -5
I tried using Photoshop actions, but I didn't find it saved that much time over the trusty "ctrl+shift+s" hotkeys then naming the texture. What I do is create a "texture maker" .psd file for each of my palettes. If I have a palette of 40 colors, I'll have 40 color layers in the .psd. I then change each of the color layers from normal to overlay or hard light (depends on the saturation of the color and tones of the base texture as to which one looks better). Once you have a master texture .psd made, you can add in your grayscale texture as the base. It takes a bit of time to set up the palette .psd to start with, but once you have it set up you just change the base texture for each different item. To start saving my textures, I hide all of the color layers except the first one in the stack then start saving. I think it's a total of 7ish clicks for each texture (click to hide current layer, click to unhide the next layer, ctrl+shift+s, name the texture with a number, enter, enter). It's tedious, but it really only takes a couple of minutes. You'll get into a rhythm, and it goes pretty quickly. Put on a video to listen to in the background or a good song. You'll probably be finished creating your textures before the song is over
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Post by kitkat on Jan 23, 2019 21:17:55 GMT -5
Try reducing each uv map by .5 (s + .5 + enter) and arranging them on the UV square in separate spots so that they don't overlap (g to grab and mouse to move them around). It's even ok if they hang off the map square a little at this point. Then select both parts in Object mode & ctrl+J to join them together. Then when you select the new combined mesh in edit mode for the uv map to show up, the two parts won't be overlapping. You can then size the bits up as much as possible and rearrange on the map. Then rearrange your as needed textures to fit the new map.
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Post by kitkat on Jan 22, 2019 23:59:31 GMT -5
I think it might be something with your mesh? I exported your HLOD, and then deleted the shadows and exported just your mesh as a .obj. I then cloned a new loveseat, exported the HLOD .blend, and imported your .obj. Changed the cut values, and imported the new .blend in the new clone. And, I got the exact same issue. I can't see an issue with your mapping or anything else. So, I'm stumped for tonight. Maybe someone else can help, or I'll look at it again tomorrow night. Sorry to not be of more help!
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Post by kitkat on Jan 22, 2019 19:17:09 GMT -5
I've cloned 3 different times to different objects, I've redid the entire blender file from scratch, I've replaced the bump & spec, I've removed all mods. I cannot find out why it's doing this. It's sort of reflecting and hologramming when moved. This version is a lot better then the one previously.... but please help! Please share your .package so that someone here can take a look at it. There are a number of potential issues that are difficult to diagnose from just a picture.
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Post by kitkat on Jan 22, 2019 0:32:02 GMT -5
Thank you! I will try that after work tomorrow
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Post by kitkat on Jan 22, 2019 0:31:28 GMT -5
Did you make sure to put the correct cut number in on the Scene tab under Sims4Studio Tools?
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Post by kitkat on Jan 21, 2019 14:16:04 GMT -5
This is my very first attempt at CAS CC, so please be kind! I know this is asked here all the time, but even after reading through lots of help threads here and pictorial tutorials/tutorial videos on YouTube, I can't see how to fix this on my mesh. I think I got the weight paint transfer right, but from what I've read the uv_1 map is what causes clipping. I went through the process of bringing in Andrew's uv_1 image, resizing my uv_1 and moving it onto the image. But from there, I'm not sure what I'm looking for. The tutorials I've found are very vague about what I'm supposed to be changing on this map to make the morphs work right. So, if anyone has time to take a look at my .blend and .package or can point me to a detailed tutorial for how to edit the uv_1, I'd be grateful. Thanks www.simfileshare.net/download/938553/My .packageMy reference top .blend
Reference top doesn't clip: My top clips legs:
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Post by kitkat on Jan 19, 2019 10:14:33 GMT -5
Ooh awesome thanks! I'll give it a go and see if there's any difference :D EDIT: So I tried it with a couple of items but the issue re-appears once again...Not sure what's wrong. Can you post one of the images you're using to create your normal so that someone here can try to recreate your steps? But really, if you're not trying to add height details with the normal like a seam, button, rivet, etc. there's no reason not to use a blank normal like the one jwofles linked above.
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Post by kitkat on Jan 18, 2019 21:22:46 GMT -5
Pretty sure the normal maps for Sims 3 and Sims 4 are different. Here's a good tutorial for making one in Sims 4. There's an explanation at the beginning about normal maps in general, so you have to scroll down a bit to get to the actual instructions.
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Post by kitkat on Jan 17, 2019 21:47:36 GMT -5
It's definitely the bump. When I replace it, the issue goes away. Replacing just the spec has no effect. Although I did notice that your specular has no alpha channel. The alpha channel is the one that controls specular strength, so I guess having no alpha is like having a blank specular.
I'm not sure what the issue is with your bump, but it doesn't seem to contain any height data, so replacing it with another blank one seems the best route to go. What steps were you using to create your bump?
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Post by kitkat on Jan 17, 2019 21:12:42 GMT -5
Since there is currently no bunk bed object in Sims 4, there's no way that I know of to easily make it work. I think you would need to make your own custom coding and animation for the top bunk. If it's possible, it would require pretty advanced knowledge.
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Post by kitkat on Jan 15, 2019 23:42:01 GMT -5
Also, what size are you making your textures? I usually use 1024x1024 or 512x512 and haven't seen an issue with pixelation.
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Post by kitkat on Jan 15, 2019 23:27:45 GMT -5
Hi goldilockssims That tutorial doesn't seem to fully work any longer. I was able to get the transparency part to work by copying the transparency info from the Royal Remembrance Hall Table into your .package. Here's what I did: 1. Open your .package and follow the tutorial you linked steps 5-8. 2. On step 9, instead of the very top diffuse in the list (default), edit the 1st materialvariant Default Diffuse. 3. Change the AlphaMaskThreshold from "0" to "180" 4. Click "Add" and change the "field" from "None" to "AlphaMap" 5. Copy the following info from Royal Remembrance Hall Table into the new AlphaMap entry:
- Group: 80000000
- Instance: B807CBDB650F7CAA
- Type: 00B2D882
Note: instead of "instanced", you will be changing the "phong" entry for each Model LOD (phong is your solid material group, phong alpha is your glass group, and the drop shadows are your shadow groups). It works! That's the quick and dirty! Let me know if you run into any issues or need more detail.
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Post by kitkat on Jan 3, 2019 0:04:42 GMT -5
My preference for using custom thumbnails is based on my design struggles in Sims 3. I'd download a huge cache of CC for a build I was working on then spend what seemed like HOURS trying to find the different pieces in the catalog. I now use a different color frame w/my logo for my different CC sets and also use a consistent price for each item in a set so that they're grouped together and easily visible in the catalog.
And I LOVE how easy it is to add custom thumbs in Studio! It makes going that extra step for downloaders that much easier.
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Post by kitkat on Dec 31, 2018 23:51:41 GMT -5
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