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Post by Mathcope on Jan 25, 2017 21:46:59 GMT -5
Could you post the files so someone can see it better? I'm not so experienced in CAS but surely more people can help you that way.
The invisible mesh issue could be due to the region map. Or maybe you got the wrong cut numbers assigned. What did you clone for the skirt as base?
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Post by Mathcope on Jan 25, 2017 21:32:14 GMT -5
I think is a great idea. You can't ever have enought decorative items! Those make the game alive. I like the second dress a lot.
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Post by Mathcope on Jan 25, 2017 21:26:56 GMT -5
They look lovely! Great work.
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Post by Mathcope on Jan 25, 2017 13:12:22 GMT -5
Oops haha. Sorry. I thought you were talking about the shadow not the shine. Anyways glad that's fixes now . Ty inabadromance !!
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Post by Mathcope on Jan 25, 2017 8:43:03 GMT -5
emuzazas Are you still having issues with it? I can't seem to find any problem in the .package link you posted.
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Post by Mathcope on Jan 25, 2017 8:30:59 GMT -5
Hi! That shadow is caused by the "shadow plane" EA uses in all objects. It is part of the mesh itself and has it's own group in Blender. You can remove it by hiding the plane into the mesh. You can read it more HERE (After Step 17) and also HERE.
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Post by Mathcope on Jan 25, 2017 8:23:00 GMT -5
This is very beautiful!
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Post by Mathcope on Jan 25, 2017 8:19:01 GMT -5
Hi. Lets go by parts.
First, you said you exported the "normal map". What are you refering to? The normal map is a texture that helps the game create the illusion of a hight poly mesh in a low poly mesh. Since you're doing a small recolor, I don't think you should be messing with it unless it is required. You would notice if you need to change it because little details of the item you cloned as base would show up.
For recoloring, you need to edit the "Diffuse", which is your main texture. That is the one you should be editing to change the item's textures, patterns, colors, etc.
Second, EA has designed the TS4 so that all CAS items have a same UV map template. Which this means, is that into a single image (1024x2048) EA has included a little area for each CAS type item that you would use. Clothes have its space, so does accessories and also hats. In this case, you're recoloring a hat, which has "relatively" good space to work with. (Accesories have such a little space). So you should be able to get the texture looking decent, but It might take some attempts.
If you're using high res pictures and then reducing their size, sometimes it will cause this blur side effect. I think someone else posted a similar problem already and they solved it changing the resolution of the image in Photoshop. Also, if you happen to be working in Photoshop , try making the texture a "Smart Object" before shrinking it down.
Anyways, if you can get this solved post the files .package and the texture and someone can take a better look.
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Post by Mathcope on Jan 25, 2017 8:04:20 GMT -5
@rosebine Please read THIS.
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Post by Mathcope on Jan 25, 2017 7:59:42 GMT -5
I don't know what you mean exactly? What would you like to accomplish?. That's the explanation of the deformation map EA uses for CAS items to work with sliders. This should only concern you if you do CAS items and you would need to make a "second uv" or "uv_1". This second uv map applies the deformation map but you don't have to create it. You only need the uv_1. You can read more info about it HERE and HERE.
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Post by Mathcope on Jan 23, 2017 21:40:13 GMT -5
If you import as .png you need to make the white part transparent. Or you can save as .dds and use the alpha that you shared in the intial file. Leniad only edited the texture not the alpha or the background. Also, mastertrapani I think a "Thank you" would be a good thing to say too...
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Post by Mathcope on Jan 23, 2017 21:37:08 GMT -5
Also, if you're converting this mesh from Sims 2. You need to edit the uv map in some cases. It might be wrong mapped. HERE is a tutorial that shows that. In any ways, as Inabadromance told you, share the files so we can have a look if it doesn't work.
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Post by Mathcope on Jan 23, 2017 16:36:52 GMT -5
Que bonitas paredes Amamatite!!
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Post by Mathcope on Jan 23, 2017 9:45:49 GMT -5
Yes, but I mean how are you baking the normal map. Are you using Blender, 3ds, etc? If that is how you did it it might be its settings. When you bake a normal map in a 3d program it uses the lighting of that program, which is different form the ts4 game.
In some cases it might lead to issues, sometimes it works fine... . But In this case, you can try making the normal map using the diffuse and (for example) Nvidia Normal map pluggins for Photoshop.
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Post by Mathcope on Jan 23, 2017 9:41:48 GMT -5
alnes Try the new version of Studio. 3.0.1.0 You should be able to follow this tutorial with that version.
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