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Post by fuyaya on Jul 20, 2016 4:14:06 GMT -5
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Post by fuyaya on Jul 17, 2016 14:06:50 GMT -5
I don't think we can divide the EA body parts. As we can't create news categories for accessories or clothes.
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Post by fuyaya on Jul 14, 2016 16:55:38 GMT -5
No problem inabadromance even if I'm french it wasn't sarcasm It's better to have two way of saying things since I'm always wondering if what i write is understandable or if the world exist B-| Still convinced wasn't about you but lukayy who tried somes changes
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Post by fuyaya on Jul 14, 2016 16:40:13 GMT -5
I'm still convinced that is what I spoke before but my english suck and I think inabadromance say the same thing
Could you post your package so that we can take a look to the texture
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Post by fuyaya on Jul 14, 2016 13:26:53 GMT -5
do you have a picture ?
For clothes it's important that the texture is more large than the alpha. There is a difference of 1 or 2 pixels beetween the graphic program and how the game and so sims4studio is rendering. As in reality you must have a margin
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Post by fuyaya on Jul 14, 2016 7:33:28 GMT -5
Was the best to do the mesh has too much polygon
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Post by fuyaya on Jul 14, 2016 5:36:46 GMT -5
I took a look to you package.
The matter is that you deleted the tee shirt. So it missed to body under the jacket. You added a full body in order to resolve the matter.
So on you clothes you have the body and the jacket as two diffezrent elements. You havn't deleted the body part that are no showing and the jacket isn't relied to the body. If I join the two mesh I can see that the UV map of the Jacket is larger than the UV Map of the body.
For the clothes you have one textures for alls the parts of the mesh. So the texture of the jacket is over the jacket and over the skin. In order to resolve you matter you have to adjust the uv map of the skin and the jacket in order to being at the exact same place.
But for a better meshing I recommand you to weld the jacket and the body part. The package will have less polygone and you can separate the slin UV Map to the clothes UV Map in a better way. Considering that there are always few pixels margin beetween what we create and what the game do
Hope it was understandable
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Post by fuyaya on Jul 14, 2016 5:04:41 GMT -5
Hi fuyaya, I am not sure I understand what you mean. Could you explain that a little more? I made a picture it will be easier (just an exemple) The purpose isn't to speak in your maternal language, I know the rules are english for all even if you don't speak very well, i'm the perfect exemple :D But it could help for : - asking help to one of the persons of the language group when it's difficult to understand each others - recommand a tutorial in the maternal language when you know one Hope it's more understandable orangemittens
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Post by fuyaya on Jul 14, 2016 4:40:38 GMT -5
Same opinion here, you have to map the mesh and adjust it in order to fit on the good region of the body. And you have to do this for the UV_map_0 and the UV_map_1 in order to work with the sliders. Did you make the new clothes from scratch or did you do it by cutting an other clothe ? In the first case you will have to to transfer weight It seems too that you added your clothes over the body, it will weight your package you should suppress the body part under the clothes. ----------------------------------- On le voit au niveau de ta première image qu'il y a un problème de mapping, comme l'a dit inabadromance to doit d'abord faire l'UVMap en respectant le fonctionnement de EA c'est a dire un aplat avec découpe sur le bord du vêtement et en plus le placer correctement au niveau de la poitrine. Tu dois faire cela pour cet UV map qui contrôle la texture mais également pour l'UVMap qui gère le changement de physiologie (uv_map_1). J'ai en plus l'impression que tu as superposer le vêtement sur le corps, ce qui alourdit le mesh inutilement, le mieux serait de faire une "couture". Si tu l'as créé de zéro tu vas devoir effectuer un transfert de poids. We have french video on Sims Artists' channel witch may help you about different UV Map or frankeinmeshing.
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Post by fuyaya on Jul 14, 2016 4:12:35 GMT -5
No you have to do that with a graphic programs. By the way you can use png format too
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Post by fuyaya on Jul 14, 2016 3:55:00 GMT -5
Thank you Bakie it was really helpfull. And even if I'm french I could perfectly understand the tutorial
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Post by fuyaya on Jul 4, 2016 2:17:00 GMT -5
Thanks a lot, I'm never confident with patterns so i'm glad you like the designs :-*
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Post by fuyaya on Jun 29, 2016 4:37:06 GMT -5
Long time no see/create. Thanks Math, I'm really late. I created a serie of tutorial in french about making a swimsuit, a good exemple for frankeinmeshing and scrapclothing. So why not share it Swimsuit is a new mesh More info & download : www.sims-artists.fr/12.42.131.creation-320.maillot-waxim.html (you can find the link to the video and you tube 's channel) TOU in first post
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Post by fuyaya on Jun 3, 2016 10:27:29 GMT -5
Sorry it's not a suggestion about the program but about the forum : Thought that an indication about maternal langage could help, I case of someone who need help to understand something. There are wonderfull tutorial here, but it could permit to redirect someone to video or tutorial in the maternal langage. Or asking to a member of the translation team to help Have a good day
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Post by fuyaya on Jun 3, 2016 10:16:01 GMT -5
For a first new clothing, yo should start with recolor. You have to use a program like gimp, photoshop in order to modify the texture. You will find tutorial in order to start here in the index : sims4studio.com/thread/661/index-custom-content-tutorials-posesFor absolute beginner at first try to change the color and add a picture to a tee-shirt. And when you understand the process you can play with specular and normal map. After this a can modify a lot of clothing while editing the alpha in that case don't forget to change the shaddow.
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