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Post by orangemittens on Oct 21, 2014 15:43:04 GMT -5
That effect will occur if you have inverted normal on the mesh. 
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Post by fuyaya on Oct 22, 2014 5:23:51 GMT -5
Yeah !!! I'm dancing on my chair  Thank you Orangemittens I will credit you for your help and maybe a song <3
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Post by orangemittens on Oct 22, 2014 7:40:49 GMT -5
You're welcome fuyaya 
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Post by simstemp on Oct 22, 2014 22:15:55 GMT -5
Has my question been answered yet?
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Post by dorosimfan1 on Oct 23, 2014 3:17:14 GMT -5
Hi,
I have the newest version of sims4 studio (1.0.9.8) but I have the same problem like severinka in her post from Sept.29.. I make a new Mesh but the shadow is from EA mesh.

How can I solve the problem? Thank you for help.
dorosimfan1
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Post by orangemittens on Oct 23, 2014 7:35:37 GMT -5
The shadow is on the shadowkey texture. Currently, in order to edit it, you need to open your .package in s4pe and export it as a .dds for editing in your 2D editor.
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Post by orangemittens on Oct 23, 2014 7:39:54 GMT -5
simstemp, I apologize for having missed your post. When you receive that report is Blender failing to actually save your mesh? Often Blender will give this kind of error report but goes ahead and saves anyway. It looks like it's trying to find some texture it thinks should be there but this should not affect your mesh in Studio or in the game.
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Post by dorosimfan1 on Oct 23, 2014 8:54:05 GMT -5
Thank you Orangemittens, now its perfect!
Best regards dorosimfan1
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Post by orangemittens on Oct 23, 2014 9:27:30 GMT -5
dorosimfan1, glad that worked for you 
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jogui
New Member

Posts: 4
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Post by jogui on Oct 23, 2014 15:23:02 GMT -5
Hi, I'm having problem importing the mesh hair. he looks right into blender and import into the sims 4 studio he mixes the initial mesh hair. 
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Post by orangemittens on Oct 23, 2014 16:29:56 GMT -5
Hi jogui, it looks like you have only replaced the main mesh and the "hat chop" meshes are still there. I wrote a mini-tutorial going over the parts of Sims 4 hair that illustrates what the hat chop meshes look like. This may provide you with help. That is here: 
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Post by Hunter Jin on Oct 27, 2014 2:17:26 GMT -5
Thank you VERY much for this tutorial, OM. I'm pretty inexperienced with Blender aside from occasionally baking a mesh for TS3, and was dismayed at first to find that Sims 4 Studio required the use of Blender. But your nice straightforward tutorial enabled me to make a couple of head accessory meshes quite painlessly. Many thanks!  I agree. She (orangemittens) knows how to give a good tutorial. She, along with A, were the reason why I know how to make poses in Sims 3. I was quite frustrated that I don't know how to make Hairs or Objects and I was so desperate to create something for Sims that I chose the easier one - Making Poses and Animations (baby steps, right?). Fortunately, I finally know the terms such as rigs, etc. Now I just need to know what a freaking Texture, UV Mapping, and especially Baking is!! 
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Post by orangemittens on Oct 27, 2014 7:47:58 GMT -5
hunterjin, thank you for your kind words. I've been meaning to get a tutorial written that shows some of the basics of meshing including UV mapping. Your post just gave me the motivation to get started on that today. 
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Post by dorosimfan1 on Nov 3, 2014 14:34:28 GMT -5
Hi it´s me again. I meshed a new set and have a new problem.

What happens to the necklace? Do you have an idea? In Blender it looks correct. Thanks for help. Best regards dorosimfan1
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Post by orangemittens on Nov 3, 2014 15:21:11 GMT -5
Hi dorosimfan1, this is a problem which I believe is related to the second UV map. This map, for a necklace, must be very precisely made in the way that EA makes the second UV map for their necklaces.
I have experimented a very small amount with this so far and I've gotten the best result when keeping the EA chain and placing my new charm map in the same place on the second UV that EA places theirs. Even then I've noticed problems with the item in the game although I admit I didn't spend much time tweaking it and if I had I might have been able to fix them.
At this time, any item that requires significant influence from the second UV map must be viewed as experimental at best. If you're interested in trying to experiment I can detail more fully what I mean if you need me to.
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