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Post by arwenkaboom on Jun 10, 2023 11:06:38 GMT -5
You should post package file so someone can take a look at it. It's hard to know like this.
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Post by arwenkaboom on May 14, 2023 11:42:06 GMT -5
When you make uv maps, you need to have it all rotated in the same direction, horizontal lines have to be horizontal on uv maps too, otherwise you can end up with unmatching normal. Not sure if this is your problem but try fixing that. I would also recommend finding a two texture object since its a big cupboard and you want to do high to low. The parts with bumps seem to be too small. You can make 2k textures but sims is limited to reading it in 1024 at most.
You can also soften the bump lines by running the purple normal you get from blender through normal map effect in photoshop and setting the parameters so it just softens it a bit. I had problem where normal had awful effect when lines were that sharp.
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Post by arwenkaboom on May 14, 2023 0:11:55 GMT -5
Did you mix channels? red to alpha green to red and blue
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Post by arwenkaboom on Mar 30, 2023 15:20:21 GMT -5
You just make deco slot on the side of the shelf, preferably large deco slot and place it at the coordinates so it fits the rail and where it should snap. Give rail a slot size of 1, 2, or 3, just not 0 and it's all trial and error after that to make the fit perfect.
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Post by arwenkaboom on Mar 28, 2023 12:11:10 GMT -5
I believe thats the shadow lod. Try making shadow lod without those two planes.
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Post by arwenkaboom on Mar 28, 2023 2:41:12 GMT -5
In texture tab there's export button. Export all of the textures from one cc and then import to the other, and delete the one you don't want. Image
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Post by arwenkaboom on Mar 20, 2023 8:23:14 GMT -5
Edit found the problem for that shadow: link you have hidden faces here, so you can delete them Quick question! How were you able to locate those hidden faces? You go into wire frame mode by clicking Z, then navigate to that part and you will see dots in the middle of lines. When dots are in the middle like that it means it's a face, sometimes it can be escaped vertices.
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Post by arwenkaboom on Mar 19, 2023 20:52:09 GMT -5
Hey, problem is that you didn't separate mirror plane from your mesh. You have two groups in the mesh three if you count the shadow plane. Group 1 has phong shader which is what group your mesh should be link. This is the part of your mesh that should be cut number 1. Group 2 has shader "flat mirror" and part of your mesh that is reflective should be given cut number of 2. linkYou left original EA part of the mesh inside link this should be deleted. Also looking in the profile your mirror is far over the blue (Z) line, link if you want something to hang on the wall in Sims 4, blue line is where the wall is and it shouldn't go over it.
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Post by arwenkaboom on Mar 19, 2023 20:20:04 GMT -5
Got this suddenly when trying to import object. The Sims 4 Studio - Version 3.2.0.3 System.AggregateException: One or more errors occurred. (Could not find file 'C:\ProgramData\S4Studio\Scripts\3d5cd9d4-3d29-4850-9baa-027da9fb1e39\s4s.out.mlod'.) ---> System.IO.FileNotFoundException: Could not find file 'C:\ProgramData\S4Studio\Scripts\3d5cd9d4-3d29-4850-9baa-027da9fb1e39\s4s.out.mlod'. File name: 'C:\ProgramData\S4Studio\Scripts\3d5cd9d4-3d29-4850-9baa-027da9fb1e39\s4s.out.mlod' at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options) at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at System.IO.File.OpenRead(String path) at S4Studio.ViewModels.ObjectLodItem.ImportMesh(BlenderUtilities blender_util, String blender_path) at S4Studio.ViewModels.ObjectLodItem.<>c__DisplayClass46_0.<ImportMesh>b__0() at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.<>c.<.cctor>b__272_0(Object obj) at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state) --- End of stack trace from previous location --- at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread) --- End of inner exception stack trace --- Hi. What you are importing differs from what you cloned. Export the original blend and compare to yours or share both with us Hey sorry, problem was out of bounds on uv map forgot to put it back after baking.
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Post by arwenkaboom on Mar 19, 2023 20:04:12 GMT -5
It's really hard to discern, you should change all of your lods to be the same, i see that lod 0 is different to lods 1 and 2. Also in your mesh you have glass part of windows twice, link the selected in the photo should be deleted and windows you have in groups 4 and 5 are correct ones. Another thing is that glass part should not be part of the shadow lods you should delete them when making shadow lods. Lastly you need to change normal and spec maps. They seem to be EA made, my bad if you did change them, but from what i see you made your uv maps on 512x512 or 1024x1024 while normal and spec are 256x512. Also the middle part of the window is filled with unnecessary triangles. link I assume that's the reason that shadow is showing like that. If you fix the topology it should go away. Edit found the problem for that shadow: link you have hidden faces here, so you can delete them Before: linkAfter: linkEven tho this will fix your problem, i suggest you redo it with cleaner topology because if you with to continue making CC clean topology is your best friend and it will make making CC much easier.
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Post by arwenkaboom on Mar 1, 2023 6:54:22 GMT -5
Got this suddenly when trying to import object. The Sims 4 Studio - Version 3.2.0.3 System.AggregateException: One or more errors occurred. (Could not find file 'C:\ProgramData\S4Studio\Scripts\3d5cd9d4-3d29-4850-9baa-027da9fb1e39\s4s.out.mlod'.) ---> System.IO.FileNotFoundException: Could not find file 'C:\ProgramData\S4Studio\Scripts\3d5cd9d4-3d29-4850-9baa-027da9fb1e39\s4s.out.mlod'. File name: 'C:\ProgramData\S4Studio\Scripts\3d5cd9d4-3d29-4850-9baa-027da9fb1e39\s4s.out.mlod' at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options) at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at System.IO.File.OpenRead(String path) at S4Studio.ViewModels.ObjectLodItem.ImportMesh(BlenderUtilities blender_util, String blender_path) at S4Studio.ViewModels.ObjectLodItem.<>c__DisplayClass46_0.<ImportMesh>b__0() at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.<>c.<.cctor>b__272_0(Object obj) at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state) --- End of stack trace from previous location --- at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread) --- End of inner exception stack trace ---
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uv
Jul 29, 2021 4:13:48 GMT -5
Post by arwenkaboom on Jul 29, 2021 4:13:48 GMT -5
Its for something like cups where you also want to put some kind of picture. It unwraps all faces evenly and puts them in order. I use it in almost all of my cc, for me id rather use that instead or smart or simple unwrap with seems, i always found it to be somewhat all over the place, using too much space. And with textured solid i can always adjust my UV before baking. I might have some different method where i make texture first, for ex: I make a chair, i will need wood, some textile, maybe solid white or gray if i want screws to be seen. I then make whole object or maybe just part and use textured solid and open it from uv map, it shows immediately on my object and i can adjust every quad of it if i want to and then bake, export baking and put it under texture i use overlay tho with exposure of baking on offset of up to 714, depending on texture overall. I find it more natural as i make alpha only. But with this way i cut my time of making cc because i can see it right away on object if texture is stretched, too small, too big and i can adjust it right away without too much hustle. Edit: This is one example how i adjusted my lightmap/follow quads uv for this log prnt.sc/1hji2un
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uv
Jul 28, 2021 8:46:22 GMT -5
Post by arwenkaboom on Jul 28, 2021 8:46:22 GMT -5
Clear seams yeah and for round things like that maybe its the best to use lightmap then A in edit mode to select all and deselect and select one quad to make it active and unwrap it with following the active quads Alrighty then, you're gonna need to explain this lightmap magic to me. I swear the more I learn about Blender the more I realize I don't know (hangs head in shame) and it's so hard to keep up with all the changes. Side question: do you know of an easy way to select an entire edge loop that does not want to be selected? What I mean by that is, I was messing around with the OP's mesh earlier and usually if I want to select an entire edge loop I press Alt + Shift to select it. This time, only one or two edges would be selected and not the whole loop. This has happened before but I've never bothered to ask myself why. Just took a deep breath and selected each edge One. At. A. Time. Ugh. I'm fed up with that now. I wanna know how to get around that problem. Yeah click first quad hold ctrl and click at the last quad you want selected. As for lightmap it is as i said unwrap first as lightmap, all mesh selected in orange, make one quad active and unwrap again as follow active quads. Oh you mean edge edge. For edge i mean i wouldn't go one by one id go in wire mode and select it from ortho if possible..You can play with selecting one edge and going to select and select similar
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Post by arwenkaboom on Jul 28, 2021 7:24:26 GMT -5
I found using ctrl x on edge loops works so much better
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uv
Jul 28, 2021 7:19:13 GMT -5
Post by arwenkaboom on Jul 28, 2021 7:19:13 GMT -5
Clear seams yeah and for round things like that maybe its the best to use lightmap then A in edit mode to select all and deselect and select one quad to make it active and unwrap it with following the active quads
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