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Post by shadowdeamon on Sept 5, 2017 7:17:48 GMT -5
Sorry for multiposting. Didnt find any tutorial at making Shadow meshes, so i'm uploading shadow from the LOD mesh. Am i doing it wrong?
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Post by shadowdeamon on Sept 5, 2017 7:12:52 GMT -5
This is REALLY annoying. Especially if you use AdGuard instead of adblock...
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Post by shadowdeamon on Sept 5, 2017 2:50:38 GMT -5
Hello everyone! I searched in Google, but it was lifeless and cold, so i got no answers. I'm loooking for two things:
Fully cleared Oasis Springs (no props. At all.)
And a mod which will hide all cars in game (i mean in-world cars, not the objects)
For my Apocalypse Oasis.
Help would be appreciated.
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Post by shadowdeamon on Sept 4, 2017 18:13:48 GMT -5
Got few questins, while was converting some high-poly objects:
Which Verticle/Poly count range is OK for a detailed mesh (Car, for example)?
Is it OK, that S4Studio loads a 15000-faces mesh for like few mins?
How much this number affects game loading speed/performance?
Are there any advanced optimization techniques instead of Decimate modifier in blender?
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Post by shadowdeamon on Sept 4, 2017 17:36:16 GMT -5
As i've mentioned before, both games aren't the same. Please check the links i've shared since they explain how to work with the uv. UV is an important matter when modelling, a mesh wouldn't be usable without one. Thank you, i'll give it a try, yet no luck in this. But, at least my collection of apocalypse buildobjects is going to be filled, converting S3 objects works just fine for me)
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Post by shadowdeamon on Sept 4, 2017 17:05:40 GMT -5
Hi! CAS & Buy mode are 2 different things. Please take a look at this accessory tutorial, and this one as well. Start by picking a desired space of the texture map for your accesory and cloning a BG cas item of choice. Then manually modify/move the uv of the mesh to the correct location and edit the texture in your image editor program to match this modification. edit: You wrote something while i was replying. S4 isn't like S3. All textures must be laid out into 1 single texture map. Ouch! I understood, so converting buyobj to CAS is tricky thing But Sims3CAS accessories do have exactly same square TEX, and somehow meshes are differently mapped for texturing I'm good with modelling, but really have no idea about UV maping and stuff...
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Post by shadowdeamon on Sept 4, 2017 16:45:57 GMT -5
Another example: sims3 CAS accesory got a square 2048p texture, SIMSstudio needs 1024x2048 one Example: When i'm checking a tex overlay, is shows totally messed up in sims4studio mesh converted: www.mediafire.com/file/j77r93h6anzr499/G36.blendHelp would be appreciated
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Post by shadowdeamon on Sept 4, 2017 16:17:29 GMT -5
Hi there, i don't really understand how some textures from a mesh can be converted for CAS item. E.g I got a buymode object (or edited a mesh found on internet) Here's my custom mesh with its own textures www.mediafire.com/file/wmbs3kqbsa29uca/GUN_Carry.blendBlender reads and work sith tex just fine, untill i export it to Studio. Sims4Studio wants me to have a special texture 1024x2048 so here's a thing i dont get.
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Post by shadowdeamon on Sept 4, 2017 16:02:57 GMT -5
Peace.
Nice people, nice soft. I am ex-military, working on apocalypse-stuled stuff, mostly firearms, planning to make some conversions and custom meshes for my stories about spocalypse survival. I'm fine with PS and 3dsMax modelling, but got no exp in texturing.
Subscribe to my Patreon for more options)
www.patreon.com/shadowdaemon
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