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Post by Xelenn on Apr 14, 2017 4:04:42 GMT -5
ixa1987 I don't think so, I never come across such option, but you can modify the mesh in blender as you pleased. Also I've got a feeling it is not going to be a WOW quality of a rendered picture at the end. Most of the clothes and a hair looks sooo much better in game then in blender, did you see how alpha hair looks in blender?
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Post by Xelenn on Apr 13, 2017 14:30:03 GMT -5
elleysimmer I'm not totally sure what are you exactly creating, but sound fun)) I guess it is a CAS item? If so, did you uv maped all of this in correct spaces? Where is the train come from? Did you create it from scratch or imported and appended from the game or so? If it was a mapped mesh from somewhere probably it has it's own texture? If so, you need to edit your main texture by adding train texture exactly in the spot where is your train uv maped in blender. It doesn't really mater what textures you apply on your mesh in blender, S4S won't get it automatically, you need to import there desirable textures. To understand your problem more easy it would be nice if you can upload your blender file and a package. Someone will definitely have a look at it to found a fix.
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Post by Xelenn on Apr 12, 2017 15:30:10 GMT -5
@pierae I thought so afterwords. Just guessing what I would do- I would clone outfit I like, append shoes, accessories and a hair... though you will still end up with the standard blender model but you can do make-up texture for her/him.
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Post by Xelenn on Apr 12, 2017 5:55:59 GMT -5
@pierae ixa1987 but what are you trying to achieve? Are you creating a CAS item? Pose? ... If you busy with a CAS item sim model will appear in blender in the exact clothes you cloned for your future project.
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Post by Xelenn on Apr 9, 2017 18:13:15 GMT -5
Chicklet45368 I'm glad it fixed;) recently I had a same struggle with cabinets and I found the solution in one of the forum post. ... you can edit your post yourself, click -edit on your first post, then change the subject line.
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Post by Xelenn on Apr 9, 2017 16:08:55 GMT -5
pinky6 in 2.78 version cut and geom is still on the exact same place
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Post by Xelenn on Apr 9, 2017 15:19:35 GMT -5
wabambam your linked package has no any mesh and no any textures whatsoever - all blank and zeros only thumbnails)
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Post by Xelenn on Apr 9, 2017 15:00:34 GMT -5
Chicklet45368 You should try to change shaders setting in warehouse from cabinet to counter, (if your package includes the mesh) - if I remember right, it is under model (click Data) -lods-(edit items)- meshes- (edit items)-Entries-(edit items)-Shader = chose counter instead of cabinet, save, repeat for every model... Someone please correct me if there is more easy way to change shaders.
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Post by Xelenn on Apr 7, 2017 15:14:27 GMT -5
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Post by Xelenn on Apr 7, 2017 14:53:47 GMT -5
I couldn't find that tutorial I used for my first pillow cc. I'm pretty sure it was orangemittens tutorial - pillows from the books clone. mssconstance15 you can use any simple floor sculpture as a clone (the books as exampe) But would be nice if someone knows where this detailed tutorial hiding) Let's wait.
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Post by Xelenn on Apr 7, 2017 3:08:05 GMT -5
mssconstance15 You will need to open your project (your cloned S4 item) as a package file in Sims4Studio first, then on a Lod tab you will see import button use it to import your new mesh (blend file) into Lod 0 ... But if you start the project from creating your mesh in blender from scratch and didn't cloned anything as a base for your creation yet... You will need to do quite a few steps before you can successfully import your new mesh into package.
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Post by Xelenn on Apr 7, 2017 2:46:51 GMT -5
whovianchick it is not a bag, the gloves texture overlaps other texture spaces that belong to the face, body and so on. Textures for each garments need to be placed strictly into certain blocks on diffuse maps. This one I guess too big. If the gloves is your creation - just fix the texture use EA gloves texture as a reference, if it is someone else's cc you can contact them to point at the problem. Or just delete this gloves.
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Post by Xelenn on Mar 26, 2017 15:23:11 GMT -5
PixelHeaux how about those neon wall sighs and wall decals that not actually in a light category but acts as light anyway. All of it will gives you light effect, they will not light up whole room but they good enough for the text lights, and if you look at them closely in blender and the way how they textures works you will see first and second row is build differently, you must decide what is closer to your project. Or you can use as a clone some of a wall light if your text going to be on the wall, you must just study everything that gives you any light in game and belong to the right surface (wall,ceiling, floor, table) Do you have a plan how is your neon letters will looks like in game? Flat or they will have a body, will they have any base...? If you will use wall light as a clone keep in mind that the part that gives you light in game will still gives you light even if you change its mesh from sphere to a letter shape or even a whole sentence. You will have to do new mesh for your neon text and probably new texture too. Here is lots of tutorials about how to start the project, I would read them all... I actually did)
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Post by Xelenn on Mar 26, 2017 5:12:56 GMT -5
PixelHeaux definitely start from - cloning as similar as possible looking EA light, maybe few similar ones and study they meshes in blender and how they textures has done you will see which one is close enough to what you planing to do.
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Post by Xelenn on Mar 26, 2017 3:09:22 GMT -5
annabluu I can guess only about the green color - probably you have some - material in the mesh data tab where is suppose to be DIFFUSE if so delete materials you don't need them for TS4 meshes. Light like this (more or less) usually appears in blender when you starting project there from scratch but if you will open in blender your clone- mesh exported from S4S to start with, light should be correct... then you can append your new mesh into it with no light issues.
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