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Post by coatisims on Oct 10, 2018 4:29:01 GMT -5
Hey guys ! First of all I'd like to thank everyone in here for all the tutorials and your help, this community is amazing. My problem is that I have meshed something in Blender based on a picture, so I traced it, did the texture paint and it looks decent in Blender :
The file I created is this one : Now I've read many tutorials here but I don't know what exactly I have to do now to get this mesh into a package. I can not import this as a Blender file to S4S because I'm missing like a thousand steps in between but I don't know what to do.
Can someone please explain what I have to do ? I've seen a tutorial where you replace an EA mesh with your mesh but there has to be an easier way to import this mesh ?
I've seen creators trace these pictures and create meshes and they're so fast creating clutter that I think there has to be an easier way. Unfortunately none of them wants to teach how they do it after the meshing.
Thank you all so much, any help is greatly appreciated.
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Post by petuniamaewitherbott on Oct 10, 2018 5:14:58 GMT -5
Beautiful cylinder!
You have to start with a game mesh for so many reasons, coatisims. Size, polycount, shadow, behaviours, etc. If I were making your bottle decorative only, I would clone the fruit bowl from the base game. It doesn't take long. Then export the fruit bowl's high LOD and open it in Blender. Then either append or import your bottle into that Blender and then you can resize your bottle to match the fruit bowl's basic size, map, combine, delete original, etc. You may also need to decimate your cylinder some - it's pretty high poly count.
Of course, if there IS a way to put your original mesh into studio without a cloned mesh, I would apologize and love to know how it's done.
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Post by coatisims on Oct 10, 2018 5:38:33 GMT -5
Thank you petuniamaewitherbott - I will try to clone the fruit bowl and import my bottle to it and see how it goes :D Once you've done that a few times I guess it won't be a hassle anymore but I've just started using Blender yesterday so I am a total noob ^^
Unfortunately not many people share their knowledge, I don't know why. :(
Thank you for the tip !
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Post by coatisims on Oct 10, 2018 7:45:35 GMT -5
Update - I got it :D The bottle is shiny AF but I'll fix this and then everything is fine Thank you ! The fruit bowl worked good :D
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Post by petuniamaewitherbott on Oct 10, 2018 15:56:21 GMT -5
AWESOME!
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Post by Feyona on Oct 10, 2018 17:06:22 GMT -5
One tip. Your bottle is really beautifully meshed, but it is too high poly for decorativbe item this size for the game. You can easily select loops and delete them. A statue can have 3700 polys, but not the bottle. Especially if you are planning to share it online.
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Post by coatisims on Oct 11, 2018 9:12:43 GMT -5
Hi Feyona I lowered the poly count, that is working now, but thanks for the tip ! Maybe one of you can help me with another problem - The bottle looks nice in the Sims4Studio preview but when I have it in the game it's quite shiny. Another problem I have is with another mesh, I did everything exactly the same as with the bottle but in game it has weird black and white stripes where in S4S it looks so nice. Do you know what could cause these problems ? Thank you !
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Post by petuniamaewitherbott on Oct 11, 2018 10:55:59 GMT -5
Hi, coatisims! Yes, you can fix that. It's the specular. There are some great tutorials on specular in the tutorial index at this site, but here's one to get you started: www.sims4studio.com/thread/329/tutorial-remove-shine-object-recolorWould love to see a pic of the finished product Show us a pic of the other mesh with the lines in it.
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Post by coatisims on Oct 11, 2018 12:35:22 GMT -5
Hi I'm sorry for asking so much but I just want to make it good from the beginning, I want the people to have fun with my stuff when I upload this one day. I followed the tutorial and replaced the specular with solid black, which made the shinyness better - you can actually see what it is now, so thats good xD Unfortunately it somehow does this now when I zoom out, it kinda fades and doesn't look sharp. When I'm close it's fine. In S4S it looks nice ^^ Just not in the game. It also has these two halves now - one is dark and one light :/ First mesh - S4S picFirst mesh - Pic 1First mesh - Pic 2For the second mesh - it looks really good in S4S as well but in the game it looks horrid xD What could I be doing wrong ? I've just learnt how to do a mesh yesterday so I am a total noob, I'm sorry ^^ Second mesh - S4S picSecond mesh - Game pic 1Second mesh - Game pic 2Package Thank you all very much for your patience with me, I really appreciate your help <3
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Post by petuniamaewitherbott on Oct 12, 2018 7:19:38 GMT -5
OK, your image size is wrong on the diffuse, normal and specular. Your normal is a texture and not a normal map. Same with your specular. These map sizes can be fixed in blender. The 3 DSTs in my picture above are supposed to be diffuse then normal then specular. If you look at the top right of my image, you'll see the size of your Vicks diffuse (and the other images) is 1600 x 1939. When you map you have to have the sizes in (is it powers of 2?) example, 128x256; 256x256; 1024 etc. Normally a small item such as a juice bottle or Vicks VapoRub or the fruit bowl requires a 128x128, but if you have details such as writing on the labels it can be higher. Just experiment with the sizes and see which will work best at the lowest count. A normal map has a gray background and must be imported into Sims4Studio as a DXT5 because it's transparent. Also your polycount on the high Vicks mesh is lower than the medium count.
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Post by coatisims on Oct 13, 2018 14:19:37 GMT -5
I got it to work with your tips ! It doesn't look weird anymore, the poly counts are all the same, the DSTs are fixed and it's just a very nice object - I could cry of joy ! Thank you so much <3
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