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Post by ssolny on Apr 11, 2016 0:00:41 GMT -5
Hi there again! Thank you jkaliszew and Asyli! =) Next two objects, wall shelf and small table:
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Post by ssolny on Apr 5, 2016 17:51:55 GMT -5
Ty mathcope! Another piece
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Post by ssolny on Apr 3, 2016 12:56:03 GMT -5
oh, guys! thanks for your praise, I'm flattered =) Of course I will share it after set will be done. Every cake is more tasty if you share it with friends ;p But, so far, only two objects are finished. I work not so fast, because I'm a noob in cc creating. Anyway, the second item =)
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Post by ssolny on Apr 1, 2016 22:42:09 GMT -5
Just because I can =p No, seriously, do you know that feeling when you catch yourself at "that looks good, I can share it with others without feeling of shame of bad work"? I know, such trivial object may be boring to see, but it was really hard to make.
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Post by ssolny on Mar 27, 2016 14:13:59 GMT -5
It is indeed possible. All I want is to understand HOW? =) I've looked at that spawner object at MTS, seems it hasn't any mesh by itself, only animated insects.
Grrr! I start to hate that stupid Natural light! Even if I make it buyable by changing DevCategoryFlags it stops to vanish in live mode. >:D
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Post by ssolny on Mar 27, 2016 9:58:49 GMT -5
Hi leo4sims! Both ways can be good. Depends on an objects and what you want from it. If you use Blender you can see some tutorials at youtube to better understand uv-mapping.
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Post by ssolny on Mar 27, 2016 9:04:26 GMT -5
Ty j! It's good idea. I didn't thought about that way.
I tried almost all shaders for this object =) The "Rug" gives better result, but not ideal tho. "Roof" and Floors" shaders do not work for objects in principle, seems they have more specific purposes.
Ty, OM. I was guessed it's so, but had a hope it is possible to change a way how shader will calculated on an object. Unfortunately other shaders give even worse result.
Hi ami! That shadows isn't weird =) It has a reason to be there. In this certain case "Cabinet/Counter" shaders does not fit. I tried and I dislike the result.
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Post by ssolny on Mar 25, 2016 7:50:21 GMT -5
Sure .packageBut I'd better explain with picture: It's the same 1x1 tile object, light variation has Phong shader and looks graded, wood variation has Rug shader and looks plain but receive floor shadows. Both variants are worse, hehe.
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Post by ssolny on Mar 25, 2016 7:13:32 GMT -5
Because Rug is one of shaders which gives seamless visualizing to objects placed one-by-one. And in this certain case Rug works better than Counter shader or other seamless shaders (btw Counter shader gives even more ugly shadows from objects placed under "ceiling").
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Post by ssolny on Mar 25, 2016 6:38:49 GMT -5
Hehe, ok, but if I'll clone another objects it will have Phong (or something like) shader more than likely. And after I'll change the shader to Rug it will receive shadows from floor back. What is the sense?
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Post by ssolny on Mar 25, 2016 6:29:59 GMT -5
Hi j! I thought about objects like omsp or invisible fence etc. If objects was made with transparent texture it can be really uncomfortable to find that again when you want to edit a lot. Ability to make it visible in build/buy mode and invisible in live would save a lot of nerves against tries to grab invisible object at decorated lot, or tries to hide any marks inside other objects.
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Post by ssolny on Mar 24, 2016 22:25:38 GMT -5
Hi all! I try to make my own edition of recolorable ceiling. I found the best shader for such kind of objects is Rug, but... there is a problem with Rug shader: even if object placed at ceiling it still receive shadows from ground Oo I tried to play with Lights and Occluders sections, but result is still far away from ideal So is there a way to make an object completely shadeless? Expl pic
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Post by ssolny on Mar 24, 2016 16:31:51 GMT -5
Hi all again! Return to my old question: I found this tut sims4studio.com/thread/1052/make-object-fade and I compared the "natural light" ceiling lamp with other objects. No luck =( It has the same options in fade distance section like most other objects. So I still think it has some kind of special flag for being invisible in live mod. But no idea which section can contains it. Any advice, ideas, suggestions or mb even rumors?
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Post by ssolny on Mar 5, 2016 18:31:25 GMT -5
Hi all again! =) Ingame pic of cup, as promised. It's the same mesh, from 1st post only with D4S's changes and lowered bottom. The shadow looks much more realistic and does not stretched over all inner surface.
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Post by ssolny on Mar 3, 2016 23:05:38 GMT -5
+1
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