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Post by kitkat on Dec 30, 2018 20:41:51 GMT -5
Just a taking a shot here as I've never worked with a human rig before. Once you move the arms and legs into position, there has to be some way to turn the skin of the girl into solid planes or other geometries for it to work. I'm not sure that's possible to do...
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Post by kitkat on Dec 30, 2018 20:19:08 GMT -5
I don't know of a super easy way. . But, if I were going to try it, I would get rid of the mattress on the double bed and work on re-sizing the frame. (Probably by selecting the outer vertices and moving them toward the center rather than resizing on the x axis to avoid deformation). Then clone a single bed, remove its frame, and import your resized double bed frame to replace it. Is there a particular bed you were thinking of? That's just one option. Hopefully some other creators will chime in with their ideas, too
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Post by kitkat on Sept 26, 2018 22:53:31 GMT -5
As @memphis84 mentioned this is a common problem with the bake when you have overlapping elements. I can also happen when you have doubled vertices. Selecting your model in Edit mode, clicking "W" and choosing "Remove Doubles" can sometimes help.
If you want more detailed help, please post your .blend for someone to take a look at.
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Post by kitkat on Sept 23, 2018 8:01:31 GMT -5
Here ya go 1. VxQFjcYIp1lukDMfLfYBVNLvpAKkJL9E 2. UODsYWxSkcK9CWG21ueVD1gT4x9ACFIk 3. czjehq2bXy8xsbczGUJKrMZMluF2E43R 4. O6JFfioZvNMFEWcY0WTmoXh2dL33OxMX 5. 9mwM6l8IBfjDjKHnndIv6k5vrQ6mzYNi
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Post by kitkat on Sept 16, 2018 8:50:46 GMT -5
Hello, I have recently downloaded some custom windows, these windows are open like french door style. I have been using these windows to pretend they are doors, is there a way to allow sims to just walk through the window? I've tried following guides and removing the footprint and playing around with the meshes but nothing seems to work. I am also not smart enough to make the door in Blender then import it into sims as an archway either. So help would be very appreciated. <3 Thanks in advance. -Epoch I haven't worked much with doors or windows, but I don't think it would be too difficult to make these into archways. Post the .package, and I can step you through it. Or are you making a request for someone else to do it for you?
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Post by kitkat on Sept 12, 2018 16:58:17 GMT -5
Usually that question mark texture means your texture is sized wrong. The textures must have dimensions that are multiples of 2. So, for example, 256 x 512 or 512 x 1024. If it's off by even one pixel (like 257 x 512) you will get that question mark.
If you share your .package, someone here can take a look and let you know the exact issue.
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Post by kitkat on Sept 7, 2018 19:57:57 GMT -5
That would work, too @augold45 . But sometimes decimate acts in weird ways and can cause tears in the mesh. If you start as low poly as you can while still maintaining something that looks decent in game, you won't run into that tearing issue.
I haven't found that removing doubles typically reduces polys (tris) by very much. It often reduces the number of vertices, but not necessarily polys.
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Post by kitkat on Sept 6, 2018 19:27:16 GMT -5
Great! A shortcut in blender for creating the gumballs is map the first sphere you created and make sure you get a good bake on it for your texture. Then, making sure the entire sphere is selected, use Shift+D to duplicate it. You can then move the sphere into position using the movement handles. You won't need to map the new spheres you duplicate as they will have the same UV map as the one it was duplicated from.
Also, to reduce polys, try to use a sphere with as few faces as possible. The default UV Sphere is 32 segments and 16 rings for a total of 980 polys. If you add many of them, the poly count goes up quickly. You can reduce the number of segments and rings in the "Add UV Sphere" window. Since they're so small in game, it won't be very noticeable.
You could even use an Icosphere instead. The default Icosphere is only 80 polys.
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Post by kitkat on Sept 6, 2018 17:15:07 GMT -5
That looks like you're doing things correctly so far. Which part are you unhappy with?
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Post by kitkat on Sept 3, 2018 18:14:36 GMT -5
Do I need to remap that part now? or can I leave it alone and still be able to recolor it all in the future? just wondering. I might be finding it out laters anyway. I think the texture there will be a little distorted since that part is now larger, and the existing texture will have to be "stretched" to cover the larger area. It really depends on what texture you're using and how much you extruded as to whether it will be noticeable. Personally, I would remap just those planes then scale them down to fit on the map.
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Post by kitkat on Sept 3, 2018 16:49:31 GMT -5
For the weird texture part, it appears to be your UV map. In this object, s4studio_mesh_1 (the main fountain) and s4studio_mesh_2 (the inside basin of the fountain) share a texture. You have the maps overlapping, so part of your main fountain texture is being applied to the basin. You'll need to arrange your UV maps for these groups so that they don't overlap then adjust your texture. (Looks GORGEOUS, btw!) EA's fountain: For the water issue, it could have something to do with the ?? texture in the warehouse: That texture doesn't look like a specular nor a normal. It appears to correspond with the UV maps though. The entire basin map area is textured black as are some parts of the main fountain. I would suggest looking further at this texture.
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Post by kitkat on Sept 2, 2018 23:17:18 GMT -5
Couple of things going on here: 1. The UV map you have now looks like this: You can see that nearly all the faces of your mesh are mapped with space between them. That won't work right for a texture in Sims4. You're going to need to re-do the UV mapping. 2. You have tons of extra vertices in your mesh which seem to be affecting the unwrapping process in Blender. Select the entire jar mesh in edit mode then click "w" and "Remove Doubles" to get rid of the extra vertices. 3. You seem to have a duplicate, smaller mesh inside your main jar mesh to give the jar "thickness." If you want to keep this, you'll need to separately map the inside of the jar. You can also delete the interior mesh as it's not really needed for the effect of a glass jar in Sims 4. This will have the added bonus of reducing your polys to a more game-appropriate level. 3. Once you have removed the doubles, marked your seams as described in the tutorial linked above, and unwrapped again, your UV map should look like something like this (this is rough - will probably need tweaking on your part to get it where it needs to be): The faces will be connected except at your seams, and your texture will lie nicely over your mesh. 4. The glass group in this mesh has a cut number of 2. Change the cut number of your jar mesh to 2. 5. That leaves the old EA glass group. It wasn't deleted in Blender as you said in your above post, and the .package wouldn't work if you had deleted it. As inabadromance said, you'll have to match the number of mesh groups and the cut values of the cloned object exactly if you want the mesh to work in game. You'll need to change the cut number of the old, EA rectangular glass group to 1. This will be your solid texture group if you want something solid inside your jar. If you don't want anything inside the jar, delete all the faces in this mesh group except for one and resize that face as tiny as you can. Then it shouldn't be noticeable in game. 6. Then you're going to have to work on your texture and UV map. How this will work depends on whether or not you plan to add anything inside the jar. If you just want a clear jar, don't worry about changing or resizing the jar map. You can just use a grey texture with grey in the alpha layer and save as a DXDT5 .dds with alpha enabled. It will look like this in game: Changing the grey value on the alpha will change the translucency. (a darker alpha value = more translucent) If you want to add something inside the jar, I can give your further tips on making that appear correctly. Good luck with your project, and keep posting if you need more help
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Post by kitkat on Sept 2, 2018 21:59:01 GMT -5
If I understand this correctly, a little Blender hotkey I learned from inabadromance is what you need. Making sure "Limit Selection to Visible" is turned on, hover your mouse over one of the fish meshes and click the "l" (L) key. Sometimes this will select the entire mesh part you need, but for this one you'll have to move your mouse over the fish and rotate it a bit to select the front of the fish, then the back of the fish, the head, and the fins. If you accidentally select something you don't need, ctrl+z until you deselect it. Then you can use the the movement handles or the "g" key to position the fish where you want it. The fish is already UV mapped, so you shouldn't need to change anything there.
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Post by kitkat on Sept 1, 2018 18:43:00 GMT -5
akilah You need to UV map your candy jar. Right now, it's mapped only as a rectangle, and it's mapped over the spot on the UV map where the branch is already mapped/textured. You need to unwrap it ( see this tutorial) and move it in the 4x6 area of the UV map that is currently empty. Also, you cloned The Berry End which means only people with Dining Out will be able to use your object (if you plan to share it). You could clone the base game Reclaimed Corbel Vase instead. Same principle applies for unwrapping the vase - map it in the empty space on the UV map left behind when you remove the original glass group.
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Post by kitkat on Aug 28, 2018 19:34:31 GMT -5
Etheric You can't just change the mesh and "save as" under a different name. As hiroki3 stated, they'll have the same instance number which means the game only recognizes one object. You have to click "Create 3D Mesh" under "Object" on the main S4S screen each time you create a new object. This will generate a new clone/instance number.
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