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Post by kitkat on Jul 10, 2018 13:00:45 GMT -5
Sorry - I said import when I really meant copy/paste. I use Photoshop CC, but I believe it's a similar set up in Gimp. In your image program, open your UV map which will become the background image. Then when you copy/paste the textures into that image, each is placed in a different layer (you can see all the layers in the bottom right Layers panel in the screenshot below). I would temporarily set the opacity of the texture layers to 75% so that you can see UV map through the layer. That option is in the Layers panel as well in Photoshop. In Photoshop, it's Ctrl + t to transform/resize an image. This command will make drag handles appear all around the image, and you can drag them to make the image the right size for your map. You want the colored parts of the texture to line up with the corresponding parts on the UV map. Then go back and make the layers fully opaque again and save as a .png or a DXT1 .dds with no alpha. Import your new texture into S4S in the Studio texture tab to check that everything lines up correctly or make adjustments in your image editor if it doesn't.
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Post by kitkat on Jul 10, 2018 10:15:11 GMT -5
I keep getting this error when logging in to the forum - " Invalid request token / possible request forgery (error 1). If you received this message in error, please go back, refresh, and try again."
It does actually log me in, but it doesn't let me stay logged in like I used to be able to do. Any ideas why this is happening?
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Post by kitkat on Jul 10, 2018 10:00:52 GMT -5
Hi - you really don't need to totally remap the mesh to accomplish what you're trying to do. You just need to join the two mesh parts (Ctrl + J in Object mode) and scale the UV maps to fit on one new 1024 x 1024 UV image. Then you can scale and re-position the textures in your image editing program. So here is basically what I did (let me know if you need more detail): 1. Create a new 1024 x 1024 UV image for the shark body. Select the map in the image editor window (b to activate border select). Scale the UV map by 50% (s to activate scale then type .5 to make it 50%). Grab the scaled map (g to activate grab) and position it in the top left corner of the UV image. 2. Create a new 1024 x 1024 UV image fpr the teeth and fins. This will stretch the map because it was on a rectangular map before instead of square. Unstretch it by selecting the map, and type s / y / .5 to make it rectangular again. Then scale the entire thing by 1/2 with s / .5 Drag this map to the bottom right corner of the 1024 x 1024 UV image. 3. Go into Object mode. Right click on each mesh part to select them. Then Ctrl+J to join them. Now both mesh parts should be mapped on the same 1024 x 1024 UV image with no overlaps. 4. Export a .png of the UV Map to use in your image editing program (UVs - Export UV Image). Import the two textures as layers and scale/position them to fit.
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Post by kitkat on Jul 10, 2018 9:24:25 GMT -5
Can you share a .package with the issue so someone here can take a look at it?
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Post by kitkat on Jun 22, 2018 21:26:58 GMT -5
The old Sims 3 file is available for download on Box ( HERE). If you want to convert them yourself, I have tutorials on my site and there are many on here as well. Start with this one. Alternatively, you could make a request for someone to convert it for you.
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Post by kitkat on Jun 21, 2018 17:48:38 GMT -5
It shows up for me - $235 in Comfort-Dining Chairs. Put something in the description box though. Otherwise the description becomes **Debug**.
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Post by kitkat on Jun 21, 2018 15:52:04 GMT -5
It sounds like you also need to create your shadow meshes. To do that, delete the ground shadow group in your Low LOD mesh and change the remaining group's cut value to 0. Save and import that into the Shadow LOD spots in Studio. If you don't change out the existing Shadow LODs, those lines will happen, too.
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Post by kitkat on Jun 21, 2018 14:05:38 GMT -5
You need some type of .dds plugin to open .dds files in Photoshop. Nvidia has one. It doesn't work for Creative Cloud though.
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Post by kitkat on Jun 21, 2018 13:55:47 GMT -5
You can try going in warehouse and changing the SSAOIntensity from 1 to 0 for each LOD. If that isn't it, it's probably something off with the shadow LODs. Did you change them all to a .blender of just the table mesh with a cut value of 0?
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Post by kitkat on Jun 20, 2018 8:58:38 GMT -5
It's definitely the specular because the lines didn't appear when I used a blank specular. I played around with creating a proper specular and got the lines to smooth out somewhat. I think part of it is just the way the game renders shiny textures which is why people often just go with a blank specular. But, as you said, that doesn't work if you want shine on your object. I don't know how to create a specular in Blender. I always adjust the channels manually in Photoshop. For the effect I got below, I lightened the red channel, darkened the green channel a medium amount and darkened the blue channel a small amount. For the alpha, I went with hex code #3b3b3b. You can read my specular tutorial for more information how the specular texture works. Make sure you save as a DXT5 .dds with alpha channel enabled. To get a nice, smooth bake to use for the specular, I added two subdivision surface modifiers to the mesh. That increases the poly considerably which helps you get a good bake. Then, save the high quality bake, but undo the modifiers/don't save your mesh changes and still use the lower poly mesh to create your LODs.
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Post by kitkat on Jun 19, 2018 14:58:42 GMT -5
Can you share the .package for someone to take a look? It looks like reflections from the image you shared. You could try making the specular blank if you haven't already done so.
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Post by kitkat on Jun 15, 2018 10:20:04 GMT -5
vakira
- xnCxK0w2Ob7Ei67dYgWbomJvIJcjdQdS
- EmMznozJq4Gw91zZSvlrJJCyLGV5GxHc
- zSd4DrRbFo62xpMNbzNMwVyJiCJm6WyB
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Post by kitkat on Jun 14, 2018 9:24:11 GMT -5
If you're ready to learn, I'd start with the "start to finish" accessory tutorial here on the forum. Work through it and ask questions on the tutorial thread if you run into problems. Parts 1-5Parts 6-7Once you're familiar with the tools, have a look at the tutorial for clothing creation. You can find the complete list of tutorials HERE. Good luck!
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Post by kitkat on Jun 14, 2018 9:08:38 GMT -5
It may be your ambient occlusion/lighting settings. Below is what I get when I bake the HLOD from the .package you provided with a 16px margin: When I apply it as a texture in S4S, I don't see the lines you mentioned. Below are my occlusion and lighting settings... Also, your mesh is insanely high poly. I applied a decimate modifier with a factor of .1 to get it into a reasonable range with no appreciable degradation to the mesh quality.
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Post by kitkat on Jun 13, 2018 22:34:59 GMT -5
That's a very specific kind of CC that may not be interesting to a large number of CC creators. You might be better off finding some creators that already do fantasy CC and asking them directly. I googled Sims 4 armour and found this creator. No guarantees they take requests, but it may be worth a try. If this really is your passion, then making an effort to learn CC creation yourself would be the best route. There are tons of tutorials here on this site and many people willing to help you as you learn. Hope you find what you're looking for
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