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Post by fursims on Oct 21, 2016 14:12:44 GMT -5
Thanks guys! I have just opened a new EA mesh and append my mesh into that file as you explained inabadromance . Is it ok if i let the mesh carry the name 'cube' for example or should i change it into s4studio_mesh_1. I havent done it with my other meshes and they came out right in the sims 4 studio. Didnt check them in the game yet though
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Post by fursims on Oct 20, 2016 14:40:11 GMT -5
If i hide the mesh, the vertices and faces still excist, so i dont want to do that. Would it be a problem if i just delete the mesh and leave the rig and the rest alone?
So, since i messed it up in this mesh, is there a way to get it working again? Or is there actually a way to import this mesh into a new file (one where i dont delete the important stuff).?
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Post by fursims on Oct 20, 2016 12:12:43 GMT -5
I am trying to do this for only the shelves on a bookcase. How should i do this? The tutorial also differs from how my warehouse looks. I already red that its different for every object, so i would like some guidance on how i could do it in my case Thanks!
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Post by fursims on Oct 20, 2016 11:20:46 GMT -5
Usually i create a mesh from scratch, but a few times i just edited the old mesh.. or better to say deleted it and then created my mesh in that file. I think something went wrong with deleting all the parts from the original EA mesh cause in the s4s my bookshelf looks like this now. As you can see, the old bookshelf is showing through. In blender my mesh looks fine though. I have deleted the bookshelf itself from there, the rig and edited the correct cut. But still.. what can it be? Heres the blender file from my bookshelf if you need to have a look at it. Thanks, appreciate the help here a lot!
Mesh: www.mediafire.com/file/o7xd38csw8jzkqx/Bookshelfblend.blend
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Post by fursims on Oct 19, 2016 11:34:16 GMT -5
I am a bit overwhelmed by all the explaining from slot tutorials and they arent specific to what i am doing. So, i made this coffee table from an excisting mesh from EA. I deleted EA's table, but kept the slots on it. In the picture below in blender I rotated the slots, so they fit diagonal on my table and i also moved them a bit more down, cause otherwise they would be flying and not actually on the surface of the table. But when i open them in s4s, the slots have not moved at all and are still in their original state as they were in the EA mesh coffee table. Why? I have already scaled, rotated and moved through CTRL+A in object mode just in case i had done it in object mode before and not edit mode. But still no difference. Maybe its not possible through blender, i dont know. Or should i move and delete slots only through s4s? I couldnt find a the tutorial about it that would be helpful for me.
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Post by fursims on Oct 17, 2016 10:40:39 GMT -5
thanks for all the help guys, i have edited the number of vertices and faces in my post before. I would appreciate it if you could take a look and tell me if that should be ok for my mesh
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Post by fursims on Oct 17, 2016 10:20:20 GMT -5
I played around with the decimate modifier and changed the angle. The faces are now down by:
1200 vertices and 800 faces. Is that still too much? What would be the ideal amount for a simple chair like this actually? So that i can take this info for my next meshes.
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Post by fursims on Oct 17, 2016 8:21:37 GMT -5
Thanks for looking at it. I watched several tutorials for bending an object and they all showed me to first use the array modifier to expand the object (dont know if this makes a different in lower polygons?) and then the curve modifier. After that, they never showed me you can edit the object so it would have lower vertices and polygons. I dont know how to do that and not sure how to find a video for that specific. Do you know a link or could you explain how to do that maybe?
Also for the back of the seat, i used a multi resolution modifier to make the edges more round. What would be a better way to do it? Or can i use the same editions for the vertices/polygons as for the curve afterwards?
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Post by fursims on Oct 16, 2016 13:29:18 GMT -5
uploaded my file here: www.mediafire.com/file/z17c99nco79xjwb/CHAIRFINISH.blendI deleted one leg for example and the polygons dropped down with 3000. I felt that subdividing is the problem, but i dont see another way how to bend something properly. I created a new mesh where i only subdivided 2 times and used the array modifier again. Main questions is: What would be a better way to bend an object without creating so many polygons?
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Post by fursims on Oct 16, 2016 13:11:38 GMT -5
I will upload it thanks. One question though.. where do you see the number of vertices and polygons? EDIT: found it already
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Post by fursims on Oct 16, 2016 10:34:09 GMT -5
I understood that if the poly count is too high, the mesh wont load in the sims 4 studio, but i dont understand why my mesh would have high poly. For this chair, I basically used two cubes, a few cylinders and for the legs of the chair, i had to subdivide (in 3 cuts) to bend them. Before that i even extended it with the array modifier, so what is the problem here? Im afraid its somehow the subdivision, but i dont see another way how to bend a cylinder properly. Why is this a problem? I have seen far more complicated meshes that seem to work fine. Hoping for some help, thanks.
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Post by fursims on Oct 14, 2016 14:58:42 GMT -5
yeah but again.. thats not the problem here. I know how to make textures with an uv map stated in the video and the tutorial on this website. The problem is the way how i do it and how that could work for the sims 4.
The texture i use is over 3000 pixels but still looks zoomed in on the object, so with the way the sims 4 requires an uv map, its not possible to scale it. Thats my experience till now.. not sure if there IS a way, but i need a way that my texture is not looking to much zoomed in. just dont know how.
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Post by fursims on Oct 10, 2016 17:23:52 GMT -5
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Post by fursims on Oct 10, 2016 12:52:25 GMT -5
I know that normally you can just export the UV map and edit in photoshop, but as i stated above in this way the pixels weren't looking right on the 3D model. To fix this, i had to scale the UV map and texture on it which led to weird small uv maps spread all over my couch. I think i need advice on a way to scale the texture that i want and not the whole uv map created in photoshop. Hope its more clear now. Thanks for you help though
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Post by fursims on Oct 10, 2016 11:33:12 GMT -5
I have textured my couch like this in blender: In the picture up, outlined red = how i used two different textures to make my couch (i choose this way, so i was able to scale the fabric on the couch into smaller pixels) Outlined blue = to show you the two different textures: metal & fabric. I have unwrapped parts on my UV map without texture, because of this method. Now for the picture below, in S4S it requires the texture to be done in UV mapping WITH texture, but i dont know how to do that with the way i textured my couch. adult photo sharingI hope its clear that i cant edit my UV map in photoshop, cause it messes up the pixels from my texture and i cant scale it.
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