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Post by opheyea on Jul 6, 2020 16:33:02 GMT -5
Hello! I am currently working on making the wine glass from dine out into an accessory object (hat category) that will sit in their hand.
I have correctly set the vertex group to be 'b__R_Hand__' and I have also set the vertex paint to be the green colour 007F00. I have been following the tutorial by Sigma1202 on how to set up my UV map. I follow it step by step and it all works perfectly until I bake the image. For some reason the wine glass textures become very cloudy and I'm not sure why that is the case. Any help would be much appreciated! Also, while I am here I am going to go ahead and ask what would be the best way for me to add in the white wine texture as well. Please explain like I am five and link me as many helpful threads as possible.
thank you so much for your help!
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Post by simmerish20 on Jul 6, 2020 18:25:47 GMT -5
If you're using an already existing texture, you can shrink the texture and UVs down, and place it in the accessory area you're using (map here --> sims4studio.com/thread/62/fix-uv-map-template in second post). Transparent parts of accessories tend to turn skintone-colored or tinged with whatever color the base color is (just so you're warned), so you won't see the actual result until you're ingame. As for adding more colors, you can add as many extra swatches as you want in S4S, so the red wine is easy enough to add (just make a second texture and add it as a second swatch). --- (Now that I think about it, I may have skipped some parts in the whole accessorymaking process, or maybe it's not needed or something, because so far I haven't done quite a lot of the things that seem to be necesssary for hairs or clothes when I've made accessories, and haven't had any problems with that (the second UVmap thing, painting weights green, etc.). Might have done some of them in a slightly roundabout way, though... But then again, the tutorials are a bit all over the place)
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Post by opheyea on Jul 7, 2020 9:18:43 GMT -5
"If you're using an already existing texture, you can shrink the texture and UVs down, and place it in the accessory area you're using (map here --> sims4studio.com/thread/62/fix-uv-map-template in second post)." Alright, so I have that done, and every time when I load it into the game it just has the skin texture on it. I am honestly not even sure why its happening. The closest I have gotten to it fully working is following the tutorial for setting up my uv map. The only issue I still come across is that when the uv map is baked to the correct spot (indicated by the uv map template) it becomes very cloudy and not transparent anymore, but in game it does not have any of the skin texture on it
"Transparent parts of accessories tend to turn skintone-colored or tinged with whatever color the base color is (just so you're warned), so you won't see the actual result until you're ingame.
Can you explain this a bit more? I am not sure why this happens and I would love to know for future reference. When I look at the original wine glass it has its transparent form, so what is it about adding it to a sim that makes its appearance change? What I understand is when you upload its texture to the s4s, it should not be skin toned because the texture has no skin tone in the wine glass original .png file. Is there any way to work around this or am I just thinking to much into this?
"As for adding more colors, you can add as many extra swatches as you want in S4S, so the red wine is easy enough to add (just make a second texture and add it as a second swatch)." I understand the basics of how the swatches work, but I am confused about the best way to move the part of the uv map from the red texture to the white version. I'm sorry I wasn't descriptive enough.
"(Now that I think about it, I may have skipped some parts in the whole accessorymaking process, or maybe it's not needed or something, because so far I haven't done quite a lot of the things that seem to be necesssary for hairs or clothes when I've made accessories, and haven't had any problems with that (the second UVmap thing, painting weights green, etc.). Might have done some of them in a slightly roundabout way, though... But then again, the tutorials are a bit all over the place)" Would you mind giving me an in depth tutorial on how you make an accessory from a preexisting item in the game? I am just trying to make this for a pose and I never thought I would have this much trouble with it.
Edit: Sorry, my formatting was trash.
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Post by simmerish20 on Jul 7, 2020 9:36:22 GMT -5
I forgot to mention - For the transparency problem, I've used glasses as a base, and used the glass part for the transparent bits and pieces. I think it's possible to add a transparent part to accessories, but this is a bit easier. If you don't have any non-transparent parts in the accessory you're making (but you still need the group for the accessory to properly export to S4S), you can remove everything except one face/polygon of the frames and hide it inside the head.
S4S doesn't show transparency for CAS items properly, so textures tend to show skin-colored or in the underlaying color used, but should show transparent in CAS and ingame.
If you bake the shadow overlay textures over a fully white textured item rather than one already colored you have some more options in regards to adjustments and coloring/texturing later. The fully white texture can be used as an overlay over different colors, patterns, etc., and can also be adjusted in a 2D program like Photoshop/Gimp. (Personally I tend to prefer UVmapping and then doing all the texturing and shadow overlays in Photoshop, as it doesn't limit you to just what Blender allows for. I'm also not too fond of the overlays Blender makes - I think they tend to be either too strong or too cartoonish, depending on how they're applied, among other things. I'm also still learning Blender, and haven't quite gotten the hang of baking textures yet, so maybe someone else can explain a bit more about that?)
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Post by opheyea on Jul 7, 2020 9:44:40 GMT -5
"I forgot to mention - For the transparency problem, I've used glasses as a base, and used the glass part for the transparent bits and pieces." I'm sorry, I don't think I understand. Should I put the glass part of the wine glass in the glasses section and the wine part in the hat section? I am new to making accessories so I'm sorry if this is a really obvious answer.
The more I read this, the more confused I get. I think I am okay with it not showing up transparent in S4S. As long as it works in game I don't care how it looks everywhere else lol.
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Post by simmerish20 on Jul 7, 2020 9:52:12 GMT -5
No, use just accessory glasses as a base (these have two groups, one transparent group for the glass and one solid group for the frame). I don't think there are other accessories with transparent parts.
You can recategorize the accessory wineglass later (remember to UVmap them as whatever you plan to recategorize them as, in case you want your sims to be able to use glasses - TS4 accessories don't allow for stacking unless the UVs are separate, or you get textures overlapping).
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Post by opheyea on Jul 7, 2020 9:53:19 GMT -5
Oh that makes sense! Thank you! I hope that this works for me because I am so over this lol.
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Post by simmerish20 on Jul 7, 2020 10:31:32 GMT -5
I've only made accessory conversions from other games, which is pretty much the same as converting an object from ingame into an accessory,s o I think the method could work for you too. This is roughly what I've done (and I've probably skipped a lot of steps tutorials say you should do, but it's worked for me so far - but I don't think I'll do a full tutorial, because then there will probably be a bunch of people telling me what I'm doing wrong... ). This is explained very 'quick and dirty' so it's not really meant as a step by step, either. 1: Extract mesh and textures you want to convert, extract UVmap from mesh, and fit this in somewhere in the accessory map. Should be resized to one of these sizes vertically/horizontally, depending on what fits, best done with an auto-resizer like one found in a 2D program like Photoshop/Gimp/Etc. because most of the squares in the map are these sizes anyway (32, 64, 128, 256, 512, 1024). I tend to put the UV and texture together, resize, then move both layers into the map together, hide the accessory map, and then save one version of the texture with the UVmap (for the remapping) and one without (for the texture). 2: Figure out which accessory file works best for project (placement, age, etc.), make new file, extract mesh and texture. 3: Import the mesh (Append, or Import if it's an OBJ). Don't worry about textures. 4: Open Blender object, open UV view, import the texture with the new UVmap into the UV view, make sure the mesh you want to remap is highlighted and marked (all of it), mark the UVs, then scale down to fit the UVs. 5: Match cut numbers to the meshes you're replacing. Remove the ones you don't need (you need the same number the mesh file started out with!) 6: Save and import to Blender. (this is a "cheaty" way of linking the rig, by the way - not sure if it works for clothes, but it works fine for accessories) 7: Import texture to Blender. Save file. 8: Export from Blender. 9: Open file. It's now connected to the rig but not properly weighted. 10: Select/mark entire accessory (highlight vertices in orange), go to "Object Data" (looks like a triangle), set the vertex group to "b__R_Hand__" (or whichever joints fit the accessory) and assign. 11: Save file, import to Blender.
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Post by opheyea on Jul 7, 2020 10:55:30 GMT -5
In step 5 you mention to match the cut numbers, what exactly do you mean?
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Post by simmerish20 on Jul 7, 2020 11:02:22 GMT -5
The cut numbers under "scene" (under "S4Studio CAS tools" if it's hidden, I think?). For accessories these tend to be 0000 or 0001 depending on group. The cut number decides which item is replaced with what (names don't matter, you don't need to fix the names - S4S and Blender does this for you after reimporting).
If there are two groups, make sure the group you want to be transparent get the number of the original transparent group.
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Post by opheyea on Jul 7, 2020 13:50:52 GMT -5
I don't know what I am doing wrong. I think I am just going to give up on it. I have followed numerous tutorials and your general outline of what to do and none of it seems to work for me. Now I just get a solid black glass in S4S and it does not even show up in my game at all. Thanks for the help though.
Edit: Okay, I'm over that pity party and I am confused again. So I was having issues with a black glass so I decided to just start over from scratch using glasses as my base. Well i have the cup transparent now, but I can not get rid of the glasses frames and for some reason the wine inside the cup is gone? Like it looks like it is there from the sides, but not on the inside. I have placed the reference images to what I am talking about in the drive.
I also added my most recent version of my blend file to the drive. It is Glasses_WineGlass_BlendFile
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Post by simmerish20 on Jul 7, 2020 15:16:54 GMT -5
Like I said somewhere above, you need to end up with the same amount of groups the file you exported from Blender has (glasses have two, one for frame and one for glass). If you intended for the wine to be a separate (and non-transparent) group, use the Frame group for the wine. HOWEVER If you just need one group, you need to still keep the other group but delete everything except one polygon/face, snap the vertices together, and hide it inside the head (weight it to the head if you want to be sure it doesn't pop out - I've had the occasional one of those). I think if you fix this, the frames will go away. (I've seen this trick used for TS4, but it's also a trick I've used in all my years of making TS2 accessories for hiding the lens, and as it turns out is a totally unnecessary step. There's probably something that can be done about both problems in TS4 too - both the issue of only adding the amount of groups you need, and adding transparency to that group )--- I'm not sure why you got a black glass, but it seems to have been fixed somehow? Could be you forgot to change the texture? I also see you've UVmapped the glass in the hat area, so be aware that if you use hats (or other accessories mapped in the hat area) on a sim at the same time, you'll most likely get overlaying colors on the wineglass. --- The package file isn't in the Google Drive file, so I can't figure out if there's anything wrong there.
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Post by opheyea on Jul 7, 2020 15:27:19 GMT -5
OMG I see the problem now. I must have skirted over what you said lol. Let me try again and I'll get back to you. Honestly I have no clue where the black glass came from. I double checked all of my textures and everything, but nothing worked out for me. That's when I simply restarted. I also want to take a second and say thank you for all your help! It means a lot to me
also package file is included in drive.
OMG I GOT IT!!! THANK YOU SO MUCH! I have decided I would call this the SimmerishlyPossible Wine Glass as a thank you for you helping me out so much!
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Post by simmerish20 on Jul 7, 2020 16:05:00 GMT -5
Did you by any chance use the "make empty" button on the other maps? You're not supposed to do that. If you want them "empty" you need them "neutral" instead. I got mine from the last link here: kouukie.com/objtoaccmasterlists4 "Blank specs, normals & shadows" Replace those three, and it could be that helps on the textures. You may also want to add a custom thumbnail (both female and male if it's for both genders), or you could have troubles finding it ingame. And right now there's two glass meshes in the mesh file if you export it from Blender. Probably because S4S is reading the import wrong. That's probably going to fix itself if you do the one-poly-hide-in-head trick, though. The glass does show with the skin just like I said it would (if you're worrying about the weird texture), but should show with the transparent texture ingame if you fix the double mesh (but looks like you figured this out).
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Post by opheyea on Jul 7, 2020 16:14:53 GMT -5
Alright, I will go in and update my other maps since I still need to add in the white wine version as well.
Also if I just set it to be for male and female even though I have only worked with a female model will it be alright or should I rig it to a male model as well? I am making it to be held in both left and right hands and then compressing both versions into one package.
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