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Post by Kiara on May 24, 2016 19:14:45 GMT -5
What I was trying to explain is, you can export a bald or short shaven hair mesh from the kids category > delete the portion of that mesh you don't need (likely the top portion but keep the edges) > Import the adult hair you are attempting to convert down > scale it properly > delete the edges/scalp of the adult hair > Merge the now edited child edges/scalp to fit your converted hair. Kiara Zurk actually posted a video tutorial on converting hair from adult > child so maybe that would be a lot more helpful than I have been lol [VIEW VIDEO TUTORIAL HERE]
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Post by Kiara on May 22, 2016 23:34:28 GMT -5
Have you tried deleting any remnants of the adult head and merging it with a child's instead. I have to do the same thing when I convert clothes down, more so with necks and hands.
You could simply just export the bald child head meshes (if there is one, idk for certain lol) and delete the pieces you don't need. Do the same the hair you're converting (delete everything but the hair), and then merge the child's head and the hair together.
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Post by Kiara on May 22, 2016 23:32:40 GMT -5
I think the sort layers option that mathcope directed you towards should fix that.
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Post by Kiara on May 22, 2016 23:31:12 GMT -5
Scooby I've run into that issue with moving the sliders as well one some custom meshes. To fix any gaps like that I have a few solutions:
- I make sure all of my vertices have been merged together (if there is a stray vertex that doesn't have a pair, I select it and use the "dissolve vertices" option. That'll remove it without deleting faces.
- My second resolve for this is making sure the vertices are merged on the uv mapping properly. this goes for uv_0 and uv_1
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Post by Kiara on May 22, 2016 23:25:32 GMT -5
If you need an example with actual clothing let me know and I can try to extract a s3 texture and show you, but it pretty much goes the same as what I had to do with the shoes.
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Post by Kiara on May 21, 2016 13:07:50 GMT -5
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Post by Kiara on May 21, 2016 13:00:29 GMT -5
I would just follow this tutorial by MisterS and finding the difference between left and right is pretty simple, but you can always hover over the icon and look for Lt (left) or Rt (right) in the name of the cas item.
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Post by Kiara on May 21, 2016 12:54:11 GMT -5
You would just have to resize the s3 textures to fit properly with the s4 uv mapping system. I converted some shoes by Semller from S3 and I had to position her original uv mapping into the proper space of the s4 texture. From there you just need to open the original texture in your photo editing software and adjust it to fit with the new uv mapping. This could mean simply just resizing it or actually have to do it piece by piece depending on how you set up the mapping. See this thread: CAS Part UV template
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Post by Kiara on May 21, 2016 12:51:02 GMT -5
For the neck, try importing a sims 4 mesh and use the neck portion from there. As for the mesh itself not moving with sliders, please check this tutorial on unwrapping a garment for uv_1.
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Post by Kiara on May 21, 2016 12:46:04 GMT -5
There is a post about this in the Common Problems post stickied in the help section that says:
If you scroll further down into the next post of the thread it speaks on how to fix specs/bump maps.
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Post by Kiara on May 20, 2016 15:12:03 GMT -5
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Post by Kiara on May 20, 2016 15:08:13 GMT -5
While I have only done a conversion myself (3 to 4), it was a cas item and I believe the premise is the same. What you want to do is pretty much
- extract the 3d meshes along with the textures
- Use a 3d program to edit them to fit your current game
- Use studio to put them into a format the sims 4 can understand
So in short, yes you can use OM's 2to4 tutorial, the only difference is it is a cas item and not an object.
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Post by Kiara on May 3, 2016 10:54:47 GMT -5
Also make sure you have updated the correct the cut number and the groups are properly named.
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Post by Kiara on May 2, 2016 18:29:10 GMT -5
mollyishere the same thing happened to me with Studio not opening, I had to use the .zip version of the program instead. For beckytheidlesim - the item that you are recoloring are you making sure the original mesh is also in your Sims 4/Mods folder as well if you are just recoloring. If you are creating a new mesh entirely, than the original mesh doesn't need to be in the sims4/mods folder. Also, how are you saving your swatch thumbnails? If you are making 32x32 dds swatches, make sure they're saved in dtx1 and not dtx5.
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Post by Kiara on Apr 30, 2016 9:21:54 GMT -5
Perhaps load up the package as well? I'm not familiar with overwriting defaults, but a deeper look into the file might help.
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