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Post by inoxydable on Jul 29, 2018 18:57:35 GMT -5
Hi,
First of all I wanna apologize if I am in the wrong section or if my question has already been answered or whatever, but I've been searching for a while and can't find any solution to my problem.
I am VERY NEW to creating CC, never done it before, and I wanted to create kitsune tails. I looked for many tutorial and they were all made from existing meshes or were recolors, but I kind of had to create a new mesh for this cause... you know... can't start from a shirt, for example. So, I don't really know how I did it, but I went into blender and somehow created the mesh for my tails (By the way: Am I supposed to add texture and stuff into blender, or into The Sims 4 Studio? I wanted to figure that out later but, while I'm here, might as well ask...).
Anyways, now I have a .blend file with my tails (They are not linked to any Sim model). So, from what I understood, I had to go into The Sims 4 Studio, select Create CAS standalone and import (or export? I don't know anymore with the tutorials I've watched...) The problem is that, whenever I click Import or Export in the mesh category, the program just... closes. That's it. I really don't understand and can't find any solution, been searching for a good hour now.
When I first started, I did the same thing and, when I clicked Import Mesh, it opened Blender, you know. So yeah, I don't understand. I am guessing that there is just SOMETHING that I am doing wrong, but I can't figure out what...
I just want my kitsune tails argh!! xD
Thank you in advance ._.
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Post by monas on Jul 29, 2018 19:21:31 GMT -5
Hello! I really do not think I can help you much anyway ... you should have cloned an object ..? maybe an accessory like a ring? for all the tutorials I've seen for example a necklace
you do the mesh of the necklace then you look for a similar one or any necklace and you have to replace it
users who make purses, pool accessories and all that
put in the section of rings, bracelets..the object
because there are not in the sims 4 category of various objects
that is my idea
but when you get to fix those problems you will put texture in blender if or if you will need uv map or else it will tell you what is required I'm still learning so only in that I can help you
good luck!
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Post by inoxydable on Jul 29, 2018 19:45:15 GMT -5
Oh ok well thanks anyways.
But at first I selected "Create new 3 mesh", you know, and I searched "accessory", and the only "base" there was was... well... nothing? So I created it from there.
But I wouldn't mind starting all over again, I could copy paste my tails (well, I guess...) but I can't import or export so I can't create anything new basically...
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Post by monas on Jul 29, 2018 20:04:33 GMT -5
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Post by BTM on Jul 29, 2018 20:08:39 GMT -5
Hi there inoxydable !! No need to apologize, you went just to the right place . And well, I'm also a noob (I have like 6 months of experience but it's nothing compared to the experts), but I think I'll be able to help you. Even if I'm not sure what your problem is. I know a few reasons why your mesh may not be imported. The most common are when your blender version is incompatible, or when you didn't asign right the "things" inside the blend file. You said you've seen some tutorials, were them from this forum? I suggest you to follow this and this, which will show you how to create a pair of earrings. If you're a real noob it will give you the basics. Then, for your kitsune, what you should do is to clone some accesory (like a wristband or a ring), export it's mesh and substitute the resulting blend file to fill what you want. I mean: export the mesh, delete the wristband or whatever you cloned (delete the vertex inside the group that may be named "s4studio_mesh_1", not the group itself), then copy and paste your tail into this blend file, join it so the tail gets inside this group (s4studio_mesh_1) and then make it's texture fit as you learned before. Sorry for this shitty tutorial, but here in Spain is quite late and I'm going to sleep. If you need further details and instructions just ask me, but I want you to learn by yourself. Here you have the tutorial index of this forum, where you'll find all you need to know. Anyways you can always come and ask as you did, and you can even write me a private message for a detailed tutorial. As said, I'm here if you need anything. (Ok just got the thread updated...) If it doesn't show any mesh at the blend file you export, it may be a blender error. Which version of blender and S4S do you use? Also screenshots can be really helpful for making us know the error.
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Post by inoxydable on Jul 30, 2018 7:53:01 GMT -5
Thank you for answering so quickly <3 Ok yes I'll follow what you said. And no, the tutorials weren't from here ._. *One moment later* Oh my god I finally managed to find what was the problem. God. OK I CAN EXPORT MESHES NOW YAY! Alright, I tried to follow this tutorial: sims4studio.com/thread/164/start-finish-accessory-mesh-beginnersWell, I think that I got COMPLETELY lost at the "Marking the seams that will allow the mesh to be unwrapped" step... cause here's what I got when I unwrapped it: zupimages.net/up/18/31/fnzf.jpgI'm crying :'( You don't have to help me, but I wouldn't mind if you did xD
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Post by BTM on Jul 30, 2018 12:31:08 GMT -5
Glad to know you solved your first problem. I knew that those tutorials would help you ! Now there's that UV problem... Did you follow the earrings tutorial? I mean, did you create your own earrings as shown in the tutorial? I want you to do it so you learn the basics. And your new UV map looks as if it's been unwraped by Smart project. Before what you've been doing, it's UV was right? Well I'll try to explain you something: You surely already know that bar that's at the right part of your window, below the mesh groups. I need you to go to "Object data" as shown in the screenshot. Once there, scroll down and look at the "UV Maps" part. Every mesh group can contain more than one UV map. Look at this picture: when "uv_0" is selected there's the common UV map, and when I switch it to "uv_1" it's UV changes and also does the texture at the mesh. Both uv_0 and uv_1 contains different maps. Well, when you export anything from S4S, it's blend file will be created with a few of this maps. Try it by yourself. Usually, uv_0 contains the data for the texture looking in-game, and uv_1 does for the sliders (as I know, I may be wrong). Also, when you get a mesh from downloading it, extracting from any game or any other process that's not exporting from S4S, your mesh UV map will be named "UVMap". So when you need to go to your tail and rename it's UV map from "UVMap" to "uv_0", and after you've done it you'll be able to join it without distorting it's UV. This may be a little confusing, but it will give you uncontable problems if you don't know how to solve it. This used to happen a lot to me. This may not be your problem, but if your UV map has been distorted after joining these, this is the only thing that comes to my mind... Also, about "You don't have to help me". You're totally wrong, if I'm able to help you, I must do it, and if I'm not able, I must try to do it. Anyways, I help you because I enjoy doing it. If the problem persist, please share your blend file, or even send me a private message with your tails and I'll try to create a tutorial to show you how to do it. Good luck! Waiting for news
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Post by inoxydable on Jul 31, 2018 13:38:51 GMT -5
Ok. Thank you for your answer, again!! Well right now I am working a lot, but I'll try to replicate the exact same earrings by following the tutorial and I'll check again for the tails afterwards! So I'll update when I,m done with the tutorial
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Post by BTM on Jul 31, 2018 13:41:06 GMT -5
Nice, I'll be right here when you need help again.
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