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Post by femmejean on Oct 19, 2016 1:04:44 GMT -5
I assume you have recalculated the normals (as you know how to do it), is everything grouped correctly, have you added the uv_1 for the mirrored part?
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Post by femmejean on Oct 19, 2016 0:49:20 GMT -5
Did you adjust the weight paints and the uv_1 (not sure if it's needed though) ?
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Hair
Oct 19, 2016 0:45:31 GMT -5
Post by femmejean on Oct 19, 2016 0:45:31 GMT -5
Do you mean the hair texture?
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Post by femmejean on Oct 17, 2016 6:32:07 GMT -5
Hello! I believe Numenor have only "enabled" the objects to be available in the build menu. They can be found in the files for Family Fun Stuff, I have extracted the Oak mesh for you and the 4 textures/recolors. Uploaded to dropbox here.
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Post by femmejean on Oct 17, 2016 2:10:56 GMT -5
If you post the .blend someone might be able to take a look at it (unless you updated your package file)
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Post by femmejean on Sept 20, 2016 3:00:02 GMT -5
You mean like using multiple tattoos in the same category (arms, legs, back, etc)? As far as I know, you can only use one per category, unfortunately. Of course you can make a tattoo that covers an arm even if the tattoo itself is categorized as "back" but you will still be bound to one tattoo per category.
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Post by femmejean on Sept 13, 2016 2:59:48 GMT -5
Could maybe be the morphs as well (haven't worked with them in a while, I could be wrong). Someone might be able to take a look at it if you post the .package or .blend file
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Post by femmejean on Jun 1, 2016 3:57:43 GMT -5
I agree with badromance - look up tutorials on youtube and practice. Many objects will not "work" in ts4 as they are very high poly, but it is good practice, learning how to make a mesh and getting to know the tools.
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Post by femmejean on Apr 21, 2016 13:08:31 GMT -5
It is much easier to unwrap the UV on a mesh you have made yourself, but yes - practice makes perfect.
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Post by femmejean on Apr 21, 2016 1:35:42 GMT -5
It looks like the UV map covers the entire "texture" (body and stuff), here is a picture that shows the uv spaces that EA uses, for hats you should use the hat space (or any empty space if needed). i.imgur.com/kmJwdG6.png
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Post by femmejean on Apr 14, 2016 1:19:27 GMT -5
You're gonna need a couple other meshes (bare torso, for example) to make it look right. There's a tutorial for frankenmeshing here, it might help you a bit.
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Post by femmejean on Apr 6, 2016 3:37:15 GMT -5
Clayified hairs are really just retextures, you don't need to edit the mesh, should only create a standalone recolor.
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Post by femmejean on Mar 23, 2016 6:20:54 GMT -5
This is how the uv_1 looks for a pair of base game ones. Try to match that
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Post by femmejean on Mar 17, 2016 23:59:10 GMT -5
Can you share the package?
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Post by femmejean on Mar 16, 2016 15:00:30 GMT -5
Chair and table in 8 swatches - white base and 8 wood textures by peacemaker-ic, A tiny bowl in white with blue rim, one rug mesh in 26 swatches, a ceiling lamp in 40 swatches - 30 sandwich colors by wildlyminiaturesandwich and 10 neutrals (x), and last, a sheepskin in light brown and gray (place it on the chair with moveobjects).
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