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Post by x0corrupted0x on Apr 21, 2019 21:43:36 GMT -5
Okay so long story short I was editing this cc: mysims4blog.blogspot.com/2015/07/wristbands-for-males-by-imadako.htmlTo go on both arms for a sims I was working on and so I got blender and have no idea what I am doing, eventualy I clicked Mirror and clicked constrant X axis and it was put on the other arm, so I saved it and went to put it in the studio but the it looked like this: imgur.com/a/2r4chAeAnd so I thought "Hmm, maybe it will magicly fix itself in game." So I put it on the other wrist slot and well obiosly I was wrong: imgur.com/a/N3BhC0WAnd when I tryed to put the other one on it didn't show up on the sim. I have might have messed something up fiddling around with the program trying to figure out how to move the pov thing so that might be it but if anyone could help me somehow thanks. Also if im breaking a rule or something please tell me as I might have missed it as I didn't plan on posting on the forum untill this came up.
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Post by mauvemorn on Apr 22, 2019 7:07:10 GMT -5
Hi. - Click on s4studio_mesh_1. Press Shift D ( 1 ) and LMB-click in 3d view without moving ( 2 ) the mouse to duplicate the mesh; - Object - Mirror - X global ( 3 ); - Switch to Data tab and change all R to L ( 4 ); - Unfold rig ( 5 ) and make top selectable ( 6 ). Click on it; - Choose top's uv_1 map ( 7 ). Switch to Edit mode ( TAB ). In UV editor press A to select everything and choose the background image ( 8 ); - Shift-select s4studio_mesh_1.001. Choose its uv_1 map. Switch to Edit mode ( TAB ). Select everything and set the same image; - View - Draw other objects ( 9 ) to see the body's UV; - UVs - Mirror - X axis ( 10 ); - Press G ( to move ) X ( move horizontally ) and move to the other arm ( or type 1041 which will move the UV island by this number ); - Click on s4studio_mesh_1.001 to deselect top. Shift-select s4studio_mesh_1 and press Ctrl J to combine; - Select top again, choose its uv_0. In UV editor select everything and go to UVs - Export UV Layout. Export it as png, 1024x2048, full opacity 0.00. You can use this image to edit shadow map so that it is on both hands.
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Post by x0corrupted0x on Apr 22, 2019 13:27:06 GMT -5
Hey, thanks for the help! But I don't really know what to do now. It looks like this in Blender: imgur.com/a/e6WvZ4GHowever, when I imported the mesh in Sims 4 Studio it looked as if I had done nothing.
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Post by mauvemorn on Apr 22, 2019 14:40:41 GMT -5
When you switch between uv maps, the way the object's texture shows up in 3d view changes. This happens only in Blender
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Post by x0corrupted0x on Apr 23, 2019 14:36:43 GMT -5
So the wristband is done? I assume that I have to add another texture for the new wristband? Would you mind telling me how to do that or is something going over my head?
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Post by mauvemorn on Apr 23, 2019 16:05:56 GMT -5
Let's go over the basics Projecting a 2d image on the surface of a 3d object is called UV mapping ( U is a horizontal axis, V is vertical ). When we duplicated the wristband's mesh, its UVs stayed in the same place, meaning it has the same texture as the original one. If this wristband had no own mesh but was painted on the body instead, you could have just duplicated and moved its texture in any graphic image ( which is what you should do to a shadow map since it will be overlayed on the sim's body)
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Post by x0corrupted0x on Apr 24, 2019 18:39:13 GMT -5
Okay, so I still don't really know what to do with the shadow map... Right now I am assuming I have to open up a program and throw the shadow map on something, but I don't really know what that something would be. I'm sorry if I'm being an annoyance!
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Post by ducky413 on Apr 27, 2019 19:31:07 GMT -5
Hello. This looks similar to a problem I encountered upon mirroring a mesh. Try selecting the wristband with the messed up texture, then go to the toolbar below your viewport in edit mode, then go to Mesh > Faces > Flip normals.
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Post by mauvemorn on Apr 27, 2019 23:58:06 GMT -5
Yes, ducky413 is right. That happens to mirrored objects BUT only when you combine them with the original one, which, judging by the pic, is yet to happen. So Mesh > Faces > Flip normals after you combine everything. About the shadow map, if you're using Photoshop, do it like this: - select the top's UVs and export them ( 1 ) with the following settings ( 2 ); - export the shadow map in s4s; - open the shadow map in Photoshop or something like this. File - Place ( 3 ) and choose the UV layout. Make sure to zoom in the corner and adjust the placement to match the shadow map's size ( 4 ); - select the first layer and duplicate it ( 5 ); - Ctrl T and move it to the other hand ( 6 ); - select the UV layout layer and delete ( 7 ); - Merge visible ( 8 ), save, import in s4s.
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