The Bump shown in that screenshot you have is edited for the Wood slatted retexture they did. Notably when you zoom out, the bump reverts to the Default EA Bump from the original GT Mailbox. This is shown in the post where they uploaded the file. They did the bumpmap correctly from what I'm looking at, which is why I am assuming that it's an issue with the object referencing an EA bump for lower LODs rather than using the new bump.
They edited that bumpmap and it's working in game until you zoom out from the mailbox.
I think The Lower LOD is pulling it's own bumpmap reference that for some reason or another Studio isn't pulling in or renumbering correctly. That would possibly be the only reason that when the mailbox is looked at when zoomed out it's having this issue. We note that the bumpmap supplied in this recolor works fine in game and the only time we're spotting issues is when zooming out.
Last Edit: Mar 7, 2016 9:56:38 GMT -5 by SimtoWreck
Second, You really don't need to be doing that long complicated tutorial with S4S. I'd suggest you restart, this time with just S4S/Milkshape/Blender. Those two tutorials are good, but they're far too complicated and use a tool that isn't supported (Here) or needed if you're working in S4S.
You're going to clone a hair in S4S. From there you'll go to Tools > Modding > Glass Shader (CAS) It will pop up with a box that says it's done, click out, save your project.
Now with Milkshape open, you'll want to import your Sims 3 GEOM in. From there you can Actually redo the UV map. First go into the Materials Window, Click New, go to your texture. With your Model Selected and in the Materials Window, Click Apply .Go into Window > Texture Coordinate Editor with your Mesh selected. From there you can Move, Scale and Rotate the UV as necessary. Once done, exit the Texture Coordinate Editor and click File>Export>OBJ
From there you'll tab back into Studio and Export your Mesh file from the Mesh Tab. Open it up and got to File > Import > OBJ and import your modified Mesh. From there You can assign bones, do the Vertex Painting and set up your hat chops (If you want).
For Bone Assignments. Shift Select the EA mesh FIRST, Then your New Mesh Second. Go into Weight Paint Mode (Bottom Menu, Click Object Mode) and Click Transfer Weights. From there you're gonna click to the Selected Menu in Blender (Screenshot Below) and check that the bone assignments copied over. You'll delete all but the HEAD bone and from there paint the Mesh as 100% Assigned to the head.
From there Tab over to The Other Selected Menu (Screen Shot Below). Now you'll want to check the EA Mesh that isn't the Hat Chops (Now the Hat chops will be obvious, they'll have a good hunk of the original mesh cut away) You'll want to copy the Cut Number from that mesh and go back to your Imported Mesh. Set it up as it's shown in the screenshot (Making sure to paste the cut number you need in from the EA original)
From there you can optionally Vertex Paint. This will allow you to click it in CAS and if properly done allow you to go into the Hair Menu (Or the menu pertaining to your item) when selected. You'll select your mesh and select Vertex Paint in the bottom Menu (Same as when you Weight Painted) Now in the Menu next to it, You'll want to set the viewport to SOLID. You'll note that your colour selected may be White on your imported mesh. You'll want to select that to bring up a menu and go to HEX and enter the following HEX Code in: 007F08 (Press Enter). From there, SHIFT+K and your mesh should go from Black to that Green shade you entered in. You're done here. Go back to Textured and Object Mode.
From here Copy the name from the Original EA Mesh (non Hat Chopped) by Double Clicking the name of the Group you need. Then Double click the name of your imported group, clear the name out and paste the Copied name in there. It should do something like S4Studio_Mesh_1.001 or set the EA Original as such. Check it before Deleting and Delete The EA mesh. From there you can rename it to delete that .001 or just Save and import to Studio.
From Studio you can import your mesh, set your textures/swatches up and save, then drop the package in game to look at.
Now, you can either Leave the hat chops alone or create them. There's no method to making hat chops like EA does, so I can't instruct you on how to do them. You don't have to make them or touch them either unless you know what you're doing there. The only issue is that your hair won't work with hats in game and will revert to EA's original mesh when you put a hat on the sim.
This is my best at trying to instruct. If anyone else feels I messed something up or knows of an easier method or can better explain, I welcome you to come in and help out
Last Edit: Mar 4, 2016 12:57:54 GMT -5 by SimtoWreck
It's all ok, step by step. Right now it's sticking to the head, and it's no longer taking skin/eye textures, that's a good step.
I really don't know why you're using S4CASTool with S4S. Are you following any specific tutorial that required using S4CASTool? Other Than Blender, Are you using any other programs for the Meshes?
As far as the UV Map goes, I can't help much with blender, as I'm still trying to learn to UV tools myself in Blender. I can offer help in Milkshape and in Autodesk Maya, but since I can't tell what you're using for programs other than S4CASTool/S4S/Blender, IDK if it'll be useful.
Your mapping isn't done right, You'll need to map it to where you have your texture. The Texture is properly set up and in the right space. I really don't know if you're working exclusively in Blender or if you're working in other programs, so I can't give much tips on how to do it best for you. There's tutorial's listed that can help with mapping in Blender though.
Your hair needs to be assigned to the Head rather than Neck. That should fix the issues with it not sticking to the head
Once you nerf those issues, we can move on to checking for transparency problems in game and other such issues.
Sorry, I got called into work and I've been asleep most of the day following it. I'm having issues accessing the link, I'm unsure if it's how you're sharing the item or anything but I just can't seem to download it.
Last Edit: Mar 3, 2016 20:30:47 GMT -5 by SimtoWreck
Do you have the original Blender Files that you can pass over for someone to look at?
I'm noting in your first attempt that you simply forgot to assign the hair to the Head. The second time seems to have a UV mapping and bone issue. The transparency problems are caused by not having your hair mesh set up correctly, but I'm unsure as I'd need to pull the mesh apart and see how you did everything.
Post by SimtoWreck on Feb 27, 2016 11:16:58 GMT -5
Already been done by Maysims but it's hidden behind some bullshit lockoff that you either have to pay money or hop through hella impossible hoops.. Notably both ways are hoop jumping as the pay system for them is really a bunch of IKEA level confusions (all for stuff that they don't even own half of or have permission on half of)
(Pay Route) You need "Sitecash" to purchase "quickdownload". The Site cash is 1000 Cash = $1.00 (USD) . There's a VAT of 10% on it, so depending on how much cash you buy, you'll wind up paying a range of a few pennies to like $5 extra. I'm unsure if there exists any extra charges other than the VAT for doing international business (Bank charges and etc.) so in the end you're prolly winding up paying through the nose for access. I also note the problem of her system seeming to just magically change on a whim so it's likely you might just as well be getting screwed over out of your cash on this. Then I noted that there's items not locked behind "levels" and rather the "sitecash" system. I'm unsure if they're able to be gotten with the QD feature, but I'm doubtful. It seems that they're just pulling up a hella heavy nickle/diming job...
The "free" route involves levelling up through points to be able to download items on the specific level's lock. From what it looks like it's a mission impossible, as you have to post "original" posts and content not to mention be active every day of every week for you to gain very minimal amount of points... From what it looks like it's intentionally designed to annoy users into just paying the cash to access stuff they want, cause I'm noting more items going under these "level up" locks than when I was last on the site.
I'm unsure if the forum rules are ok with sharing pay items, so not much I can do or say, otherwise I would just pass you the file and be done with it.
Supposing one could get it, is there anything specific you want done? Colours? Textures? Gender conversion?
(Personally I'm not one to sit and reinvent the wheel, which is why I launched onto a kinda mini ramble on this.)
Last Edit: Feb 27, 2016 11:44:57 GMT -5 by SimtoWreck
Post by SimtoWreck on Feb 22, 2016 11:18:59 GMT -5
There's no alternate to fixing it without perfecting your alpha. I can't offer much help because IDK what editing program you're using to make textures.
Notably if you're in Photoshop, you should keep your TS2 Eyebrows on a layer of it's own until you're completely done, CTRL+Click the layer Thumbnail to get a selection of only the brows then CTRL+I to select all but the eyebrows and black it out in the alpha with CTRL(Background Filling, use if Black's the secondary colour) or ALT(Foreground, use if Black's the primary colour)+DELETE
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