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Post by annigo on Aug 14, 2017 14:02:34 GMT -5
Yeeeeees! :D Not for export but for exchange with my own shadows. :D
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Post by annigo on Aug 14, 2017 12:53:35 GMT -5
Hm, no, it's the same that you've show me. What I mean is this shadow... behind the shelf on the white plane. But it's a good example. The shelves, the paintings and the cans do not throw a single square shadow on the wall. This single shadow is mapped on the dropshadow atlas. For simple forms like rectangles, circles or ellipses, this is completely okay. If, however, the forms become more varied than in the example, one would need too much planes to give it back beautifully. You can also bake the shadows on a single plane. Then you would have to exchange the own resulting dropshadow map by the dropshadow atlas. I had it already done so in Sims 3. I would like to do it again, but can not find this atlas in the S4S.
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Post by annigo on Aug 14, 2017 10:37:23 GMT -5
You misunderstood me. This is the Ambient Occlusion. *Smile* What I mean is the floor shadow, for which one practically uses the drop shadow atlas. Only I am reluctant to do it, because it is sometimes difficult to make the shadow exactly fit. So I put my mesh on a plane and bake the shade on the plane.
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Post by annigo on Aug 14, 2017 8:30:22 GMT -5
Gimp and Photoshop
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Post by annigo on Aug 14, 2017 8:06:10 GMT -5
Ah okay,thank you. Let's see if I find a tutorial about it.
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Post by annigo on Aug 14, 2017 5:03:31 GMT -5
Hi guys, because I like to bake the ground shadows for my objects and then exchange them with the standard map, I just search and can't find it. Where did this shadow map hide in the studio?
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Post by annigo on Jul 15, 2017 16:45:42 GMT -5
What I really want is a serious competition to the Sims. So that EA and / or MAXIS can look at the competition, which is possible too. Please do not misunderstand, I am a fan since Sims 1. But it has never felt perfect for me with all EP's, there was always something I would have liked. There are always good approaches, but sometimes superficially implemented. They did not even look back sometimes yes, not look at what they have done better in their own previous games. The best example is City Living vs. Apartment Life. Why the hell can I not build apartment houses or multi-family houses anymore? It is not enough for me to let my Sims live in non-modifiable apartments or in expensive penthouses. I would also like to be able to build sweet rowhouse settlements again. Is that really too much required? They are of the opinion that it would not fit into THEIR concept. For the users this means: 'Eat or die!'. *argg* Cookers are 'pulled the cooking utensils out of their butts'. In Sims 2, this was even more lovingly implemented, since still drawers were opened, to get cooking spoon or even counter doors for pot and pan. This 'beaming' is annoying too. It means: Tableware is no longer placed correctly on the table, but jumps from hand to the table. Harvests are not picked, but jumps in the inventory asw. O_o They have now shown a good approach by involving the users in the decisions that are to appear. More of that! And do not think: 'only new is good'. Not everything new is perceived as good, for example... I would not have need a burning climbing wall. : Because Sims is always the same game, only in a new robe. But that is what many users want. Plays Life with all facets, even those already present, which belong just as much. In Sims 4 emotions and weirder story's are highlighted, that must be enough? No, that is not enough! Let's see (if I still alive in this time) how it evolves and what will be the premise at Sims 5.
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Post by annigo on Jun 27, 2017 9:32:36 GMT -5
Hi guys, today i bring you a modern backsplash-wall with a matching blank stucco wall. Sometimes I need it to scribble on a chit to soothe my nerves. Then sometimes something like at the first image comes out. Yesterday I've think, why not make in PS and seamless too. Tought and done. ^^ Furthermore, I thought the pattern could look quite beautiful as a subtle pattern on tiles. I love it to play with normal and specular effects. The pattern has the same color as the background but is visible through 3D effect and shine. I must honestly confess that I like the result very well. So I hope you like it too. As you can see, the walls are relatively monochrome. I do not like it so colorful. But this is not to prevent you from making your own recolors. But then please give me credit. Enjoy and have fun!
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Post by annigo on Jun 27, 2017 3:32:28 GMT -5
Hihi yes @inabedromance, imgur.com is the fourth Hoster, that I've tested without problems. I will stay there, too.
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Post by annigo on Jun 27, 2017 2:54:03 GMT -5
Hm, I think it's created with TSRW and there is another way to fix their content with their own program. First (before I discovered the S4S for me) I edited my meshes also with their program. Have some creations, but it never uploaded. Now I am doing everything with the S4S work up and offer here. And I have to realize that my own creations do not get fixed with the S4S when they were originally made with the ws. So it is better for me to clone a new object here with S4S and re-import my meshes. Now this is my own stuff. For example, you can not simply take a creator's creation and simply make it "new". I think Shakeproductions would certainly have something against it. Is not it better, you describe your problem to the creator her/himself or at least in the TSR forum?
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Post by annigo on Jun 24, 2017 11:28:30 GMT -5
It has resolved itself. Have now a fourth Hoster tried and now it works. :
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Post by annigo on Jun 24, 2017 11:03:34 GMT -5
I am despairing. Meanwhile I juggle with 3 Image-Hosters and no matter which link I use, it does not look as it should look. Either I only get a tiny mini-picture, from which also stands, how big it really is actually or it is not displayed at all. Am only editing, save, editing, save, editing, save ... Please help!
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Post by annigo on Jun 24, 2017 10:33:09 GMT -5
Hi guys, Sometimes I find these 3D foundations with the thick trims just too much, especially if they are rather small houses. But I love the red bricks just at small cottages. So some time ago I made the appropriate foundations for the Industry Matters Walls without these trims. Maybe you can use it, so I like sharing it with you. Hope you like it. Have fun.
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Post by annigo on Jun 24, 2017 6:37:07 GMT -5
Since Spa Day release I ask me why there no Lotus-lights for Walls too? This elypse as a logo tells me nothing. I don't associate this with a spa, but the Lotus logo already. So I've made these lamps about 2 years ago but never uploaded anywhere. Now I have reworked them and would like to share them with you. For the 3 floor lamps 'Spa Day' is needed, they are cloned from the original and only scaled. The GP is not needed for the wall lamps. I cloned a wall lamp from the base game for it. All of them comes in all EA colors. Hope, you like it. Enjoy and have fun. Credits: - Sims4Studio - C4D - Maya - Blender - Milkshape - Gimp - Photoshop #matching #Spa Day #Lighting #Floor #Wall #Pool #matching #Spa Day #Lighting #Floor #Wall #Pool
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Post by annigo on May 20, 2017 5:47:30 GMT -5
Hi guy's, whats wrong with EA? Why they don't give wall-decals, paintings and other stuff that we can hang on wall the same or close similar shader? The sun- or the light-illumination is even the same. I originally wanted to create a large set of different colored walls and matching walls with different tile heights. These are together 592 files, which I must edit. Hanging almost the whole week on it and have not even finished half. It is tiring. And even with it one can not meet everybodys taste. Perhaps one or the other would like the primer to have different colors than the tiles. Once again the question: what is wrong with EA? In S3 we had the great CAST tool, everyone could customize the game according to his taste. And now everything is puffed up by thousands and thousands of recolors. * Argh * So I thought I would make the tiles in decals, they would be very versatile to use. Now I am faced with the problem that the shader does not fit the walls. See here: Hm, I used shader: wall and material/field: average color and typecode: Int. When I use the same as walls and floors shader: PreviewWallsAndFloors/ averagecolor/Int then the decal glows red and is blinking.
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