Well, the good thing about this post is that it made me add an exception for S4S in my Adblock because it is true that they are not obnoxious. So, if it can help S4S I'm all for it
But on topic I hate adfly as well, even more when you have adblock, even if you add an exception, you need to load the page again, which lead to another one blocked again and again... such a load of crap -_-
Well, there is an option in blender for it to display both faces but that will not solve anything in game.
Blender only shows the faces where the normals are facing. And like the you usually face outside, then the inside is transparent.
What I usually do it I select the parts where I want to have the inside visible, then -> duplicate -> inverse normals. I sometimes slightly scale the duplicate down but I am not sure it helps anything.
The problem of the technique is obviously that you multiply the number of vertices in your mesh and also if you want to modify those parts later on it is sometimes a pain to select properly.
I am not interested in pets -_- But the career, yeah, that could be fun.
I don't understand why they don't remake all the existing careers the way they created the new ones.
It is a simple Idea, but it would work. I had a lot of fun with the scientist career. Detective can sure be fun but I don't want to load another map every 2 investigations steps, so in the end I don't like it as much. I have not been far with the doctor career, but it was already quite fun with the diagnostics. There is a world of new interactions and ideas to explore with the interactive careers. I don't understand why they don't see it. Also I miss the burglars all in all. I don't get why there are none in the sims 4. They added unexpected animation in the house. And for the criminal career, it could be so much fun to steal things from neighboring houses. A neighbor you don't like, bam, steal his things. You could have interactions between careers that way.
I mean, it's not so hard to come up with ideas is it? -_-
I am no expert with skin details but if you want to use them with an EA default skin I would assume you need to use a composition method of 2 or 3 instead of here 0. The composition method is used to make the additional layer you want to add, blend with the one under it. That way the potential differences in colors and so on are better blended together.
Also the main issue here is that your full alpha is white. That means that when you apply your texture, it will apply ALL the skin together with it. The alpha of your texture needs to be applied only for what you want to add. Here: the freckles. Simply export another skin detail from the game, like lipstick or the base freckles and you will see already in the thumbnail that only the lipstick/freckles are visible. That's because the alpha layer from the dds file (for the texture, here named diffuse) is only applied under the lips/freckles.
PS : If you want to use your freckles with custom skin, the best is to keep the composition to 0 the way you did, that's fine ^^
Well I voted for the Sims 3 for a lot of aspects but I quite like the sims 4 too but for the wrong reasons. I like the sims 3 for the content, I dislike it for the loading time that are soooo loooooooong and the CAS loads as well all the time for so long on every categories. I like the sims 4 for the loading time and graphics but the content is just so poor and controversly I hate that the loading times are everywhere unnecessarily.
I Managed to make it more visible but it only shows up in the 3D view and not on the map.
When you remove the material and display as solid you notice that the object studio mesh 1 is of a darker grey than the rest. As if the vertices were already painted in dark grey in blender. Interesting problem ^^
EDIT : Well it comes from the skin texture :
I just exported a random fullbody male outfit and I don't have this square on the skin texture. It seems the skin texture that you are using is a skin texture including a short therefore the bottom part of the shorts are probably this grey square. Just replace it with a normal skin texture or maybe reclone from a different mesh?.
This is something I noticed the game does sometimes.
Where it finds the seams from the UV_map, it will create edges there. Probably because it is wrapping the texture around the form.
Where you have edges on your mesh is where the seams from your uv map are. But I have no idea how to solve this as it does not always happen. I have the feelings it comes from how the mesh is created but that makes no sense. If anyone knows why exactly I would be glad to know as well as this happened to me with some meshes.
Well, the uv is good, the mirror usage is also good.
But your mesh is WAY TOO HIGH in poly count... I applied the mirror and ended up with 15000 vertices... Also there are a lot of doubles in there. But mainly all those high vertices forms you are using are uselessly increasing the number of vertices of your mesh. Don't forget the bullets are small in the end, they certainly don't need so much detail.
At the moment, one bullet is 450 vertices. This is way too many considering how many times you will duplicate them. Remove doubles removes 50 vertices. Then, making the point into one vertex (select the tip, scale by pressing s then type the number 0 to scale them all on the same point) and then removing doubles again delete another 10 vertices. You can decimate to reduce the poly count but it doesn't make very nice shades afterwards as you lose a part of the structure.
The easiest is to delete some edge loops (you can find out how here)
Hi, You probably messed up the cut numbers so S4S was loading the parts from which it could find a cut number and keeping the original ones for those it could not find. I noticed this behavior when I do this mistake.
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