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Post by whitecrow on Aug 24, 2016 11:12:54 GMT -5
You are welcome! Looks great so far.
For the leaf, what does the Wireframe look like? Is it supposed to show transparency?
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Post by whitecrow on Aug 24, 2016 5:39:07 GMT -5
This is not matched to the Uv-Template at all :P Here is how Ea mapped their texture for a Basegame Necklace: Try using this as reference and see how it works.
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Post by whitecrow on Aug 23, 2016 14:02:31 GMT -5
You are welcome! I see you got it working.
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Post by whitecrow on Aug 23, 2016 14:01:48 GMT -5
hi,
this is a pretty necklace!
To your first question: I do believe that assigning the bones and weight-painting must be done for each LOD, since you were reducing the polycount on your mesh. If you fix that, your LODs should be visible when importing into S4S.
Secondly, take a look at how EA's Necklaces are Uv-mapped. Accessoiries have a specific place on the UV-Map which makes it somewhat diffucult to get nice, detailed textures (this was different in The Sims 3 where Accessoiries, Hair, etc. had their own Uv-Map).
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Post by whitecrow on Aug 23, 2016 13:49:33 GMT -5
I do believe working with .gif is possible, but I have abolutely no idea how it's done.
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Post by whitecrow on Aug 21, 2016 5:23:33 GMT -5
Are these items all by the same creator? Because the top mesh is rather.. badly made. It has open holes and part of the original EA mesh is still there. I would suggest trying to snap some vertices together to see if it closes the bleeding. Edit: Yes this is definetly the mesh being unfinished. I checked it from the same ankle as you did and get the same issue on the neck.
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Post by whitecrow on Aug 20, 2016 17:07:37 GMT -5
Hi, the only issue I see with this is the mesh sitting too tight on the lower body. Also, the image in your first post appears to be broken.
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Post by whitecrow on Aug 19, 2016 15:58:40 GMT -5
Glad you got it working! :D
I think it's because .dds files get compressed and .png doesn't. I am not very sure about this, but I mentioned clothing textures becoming blurry by im- and export when using .dds.
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Post by whitecrow on Aug 19, 2016 7:57:21 GMT -5
Hello,
I don't think something this complex is possible. You would probably have to make an animated head to make it move like that.
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Post by whitecrow on Aug 17, 2016 9:25:14 GMT -5
Thank you!!! I don't know why I'm so blind sometimes. :-X
My issues was the shadow image indeed. Instead of a white layer and a shadow layer, I made a shadow layer only. It works just fine now!
I really don't know what I'd do without you guys sometimes. :-X
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Post by whitecrow on Aug 17, 2016 6:03:41 GMT -5
I will try and edit the mask texture manually.
What I mentioned is that the mask texture is not automatically created by saving the custom RLES Image, but rather by the actual item texture, which, in my opinion, should be the other way around. If that makes sense lol.
The reason why these textures are made with 1024x2048 is so they'll be functional with the HQ Mod (http://alf-si.tumblr.com/HQ_ts4_English).
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Post by whitecrow on Aug 16, 2016 17:12:10 GMT -5
Hey inabadromance, I deleted the scalp texture on the white swatch on purpose for the RLES (that one that is parted in a mask and another thing) because I thought that would solve the issue. This is the specular mask, right? I really do not know why the right side of it has white alpha over it.
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Post by whitecrow on Aug 16, 2016 15:32:39 GMT -5
If I recall correctly, using .dds is the issue, because it tends to blur the textures when importing/exporting. Could you try using a .png texture and then report again?
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Post by whitecrow on Aug 16, 2016 14:27:40 GMT -5
Hey y'all, I successfully converted another hair, but I have this strange problem where there's black spots on the ears as soon as I apply the hair. Would appreciate if someone could take a look on it. www.mediafire.com/?zzdaq1we6ryelr4
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Post by whitecrow on Aug 16, 2016 14:17:40 GMT -5
Hi,
is your texture saved as .dds or .png?
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