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Post by kitkat on Jan 13, 2018 10:06:45 GMT -5
I've had that happen, too. I think it's a modifier out there that you have not applied yet. Try applying it to the mesh part or getting rid of it before you do the join.
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Post by kitkat on Jan 12, 2018 20:12:13 GMT -5
Hi Stephanniie Very cute chair! I looked at your Chair #1. I imported a blank normal and blank specular (normal is in first image under your diffuse texture in the Warehouse and the specular is the 2nd - it looked a little like you may have had a normal texture for both). I also made sure your shadow uv map and chair uv map were not overlapping each other in Blender. Not sure which one did the trick or if you need to do all three, but here's what it looks like in game after doing that: Also your chair is VERY high poly. Most EA chairs are not more that 1500 and yours is over 18000. The white spots on the legs are actually see-through spots where I over-used the decimate modifier in Blender to get it down to 1800 polys.
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Post by kitkat on Jan 10, 2018 0:06:47 GMT -5
menaceman44 You have solved the mystery! comb 's original diffuse texture was, indeed, 512x 513 instead of 512x512. comb, the diffuse texture is your main texture with color and pattern (as opposed to the normal texture that gives dimension and the specular texture that controls matte/shine). Change the image/canvas size of your diffuse texture to 512x512 and see if that makes the difference. :D menaceman44 - do you know how the 1/2 mapping technique is created in Blender or UVMapper? I understand the concept, I just never knew how it was done. (don't want to hijack this thread, so you can reply in a PM or make a tutorial if that's more appropriate)
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Post by kitkat on Jan 8, 2018 20:39:23 GMT -5
Did you change the UV map & diffuse texture? You may also have to update the normal and specular textures. It's hard to say what the issue is without seeing your .blender and/or .package files.
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Post by kitkat on Jan 7, 2018 20:06:16 GMT -5
If you share your .package file, someone here can take a look at it and try to help you figure out what's going wrong.
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Post by kitkat on Jan 7, 2018 17:01:03 GMT -5
Leniad is right - if you zoom in very close on your texture, there's a pixel or 2 of lighter border around the leaf. You could remove them pixel by pixel or, if using Photoshop, select the leaf part using the magic wand or quick select tool and then reduce the selection area by 1 or 2 pixels. Then you can cut the selection, erase/delete the border of light pixels that's left behind, and paste the selection back in place.
Here's how to reduce selection size in Photoshop:
-Make a selection using a selection tool. -Choose Select > Modify > Expand or Contract. -For Expand By or Contract By, enter a pixel value between 1 and 100, and click OK. The border is increased or decreased by the specified number of pixels.
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Post by kitkat on Jan 7, 2018 14:21:28 GMT -5
Without knowing all the steps you've already taken, I can just quickly suggest the following -
Make sure you've cloned a base game window that is a similar size and shape to the one you've created. Export the base game window's LOD 0 (High) mesh and make note of the S4Studio CAS Tools cut values for each portion of the mesh. Import your 3d window model into the base game blender file you exported. Make sure your window has the exact same number of mesh groups as the EA window (or use/keep some of the EA parts) and give your window parts the exact same cut values for each group. Delete the base game window mesh parts that are duplicates of your mesh. Save and import the new blender file into S4S.
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Post by kitkat on Jan 7, 2018 13:53:00 GMT -5
Is this a Sims 4 CC mesh you downloaded or something you created yourself?
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Post by kitkat on Jan 6, 2018 10:48:00 GMT -5
Well, with a new diffuse and just moving the overlapping part so that it can be textured separately, it works. It does not have to be re-mapped to get rid of the half maps. Here's how I remapped it: And how it looks in game: You won't have to change the original texture except to move the couch base part around a bit and add something over the part of the map you moved. It's the underside of the couch cushion and can only really be seen a tiny bit from the sides, so copying part of the couch cushion texture and pasting it over that section would work. I also made a separate background layer in Photoshop, used the eyedropper tool to get the color of the couch cushion, and paint-filled that layer. Then I merged the two layers into one. Not sure if that's necessary, but, again, there was something about your diffuse that the game didn't like. This is the final texture I used:
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Post by kitkat on Jan 6, 2018 1:19:52 GMT -5
This is a weird puzzle! Not 100% sure just yet - could be a combination of things. First, the game doesn't like your diffuse texture. Not sure why. PNG textures I created worked fine, and I couldn't see anything too weird with yours in Photoshop except the transparent parts. Even when I paint-filled the background on yours to get rid of the transparent part, the game still didn't like that diffuse file. Someone with more knowledge than I would have to explain that one. Second, your blender UV map had parts that overlap as shown below. That won't work in Sims 4. Each part has to be mapped in its own space with no overlaps. (at least it did in Sims 3 and still does as far as I know in Sims 4) Another thing I noticed is that the mesh used the sims 2 technique of somehow "halving" the uv map. Basically, the uv map and diffuse textures look like 1/2 of the corresponding mesh part but cover the entire mesh part in game. I've seen it on some Sims 2 meshes I tried to convert for Sims 3. I never meshed or textured in Sims 2, so I have no idea how that was accomplished nor if it works in Sims 4. (It did not in Sims 3). I totally re-mapped the thing in Blender thinking that was the main problem, but even after doing that the game still didn't like your diffuse texture. My new baked texture showed up fine, but not your diffuse texture. Weird. So, the last thing was to delete your diffuse texture and only use my textures. And that finally worked. I'm going to do one more test to see if just deleting your diffuse and keeping the old UV map would work, but that might have to wait until tomorrow. Best of luck with this thing - it's a toughie! I'll keep answering questions for you if I can. Remapped with new textures (a bake and playing around with the original texture):
New UV map to get rid of the 1/2 mapping - Baked texture - Playing around with original diffuse texture (not complete) -
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Post by kitkat on Jan 5, 2018 20:51:02 GMT -5
I think something is wrong with your blender file. When I zoom in and out on it, the couch sometimes goes from white to black.
Also, your shadow mesh with cut value 1 is inside the main love seat mesh. It's supposed to be on the ground. Try cloning the Epiphany love seat instead. It only has 1 shadow mesh which would match better with the Lips love seat base.
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Post by kitkat on Jan 5, 2018 17:09:02 GMT -5
What size would you like them? Do you want a poster, canvas, or framed picture?
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Post by kitkat on Jan 4, 2018 23:21:45 GMT -5
To add to what Feyona & inabadromance already shared, I've also found that making sure you have "smooth" shading applied in Object mode before baking makes the ambient occlusion image look better. You can also try the "smudge" tool in Photoshop. It's handy for de-pixeling specific spots in an image.
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Post by kitkat on Jan 4, 2018 11:02:47 GMT -5
I couldn't get the .package file for the original object, but I did find a recolor. Looking at that, what I said above is what you need to do. You should have plenty of room to move the maps onto the square together without scaling since the seat part of the original map was 512x256 & the base part of the map is only 256x128. Once you have the mesh parts joined, you can put the two Sims 2 textures in one 512x512 for your Sims 4 texture.
Without seeing the lips loveseat .package, I can't say if you can use the original Sims 2 UV maps as-is or if you'll need to re-map the parts.
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Post by kitkat on Jan 3, 2018 18:21:52 GMT -5
What sofa is it? I could answer you better if I could see the parts your're talking about. Also, what program do you use to UV map your meshes? Short answer - In blender, select the uv map of the first mesh part in the UV Image Editor window and drag it off to the side so that's it's no longer on the grey square. Do the same thing for the uv map of the 2nd part of the mesh except select it and drag it off to a different side from the first one. Then join (Ctrl+j) the two parts of the mesh together in Object mode. Now when you go into the UV Image Editor window, will see both parts of the mapped mesh. Scale and position the maps back onto the grey square so that they don't overlap each other. This is what I mean when I say drag the UV map off to the side:
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