Post by misstex89 on Jan 2, 2021 17:56:37 GMT -5
I will list my questions first, but also put everything I could think of of what I know so far to help you understand either where my questions are coming from, or what I need to be explained, and please - if there’s already a tutorial or resource that I missed/can’t find - the link to it is just as good as an answer or explanation <3 I don’t mind doing the research I’m just having trouble locating answers.
QUESTIONS
MESH
1. How do I make taller heels that work?
I thought it had something to do with changing a height number in the warehouse section, but am given mixed messages about it...
2. Is there an explanation or tutorial about the warehouse tab/section so I can understand what I’m looking at?
3. How do you hide a body part so the mesh takes over as the body part (I.e. robot or skeleton instead of base mesh...)
4. How do you animate a texture? (Mostly revolving around importing into studio I know how to animate/make 2D keyframes just not how to apply it to the sims)
5. Can sims 4 read other maps besides Diffuse, Spec, Emission, and BMP? ( Substance Painter exports a thickness map, which if sims can read it, would save on geo...) If it can, where does it go?
6. Can you preview CAS cc in demo so you don’t have to load the whole game to see if your cc works? (In Sims3, someone made a preview world so you could test your cc with a much faster loading time...)
7. Is there a link to a UV 1 mesh overlay- so that if I wanted to lay it out manually, I had a template to go by?
and/or
8. What is the ratio you need to change the map by to see it ‘correctly’...I know there’s an answer in the archives I just can’t find it...Mostly wanting to export maps from substance painter, but with the odd ratio it’s hard to figure out how to bridge the two...
9. Do you have to export each nude piece (head, torso, legs, feet...) and combine them to get a full body mesh to paint on? Or is there a way to unlock the template pieces so we can use those meshes? (Like eyeballs)
10. Can you have separate maps for pieces (I.e. 2k texture maps for cas objects or individual pieces) and have them bake to the correct places in blender (moving the UVs to the correct places on the map) without using Photoshop?
...I have other questions...if someone has time to answer things like this one on one or about using blender, zbrush, and substance painter (transferring files) can we talk on discord? It may be easier to explain/ask in chat one at a time than in email format. I’d like to make a comprehensive video tutorial, but I’d like to make sure my infos right before I do it.
So what I know about making cc is -
MESH
meshes need to be one object, (except hair/hat cuts - but those need to be labeled correctly)
edges need to be cut/separated to avoid rounded edges (instead of bevels or placeholders which create more geo...)
sims4 doesn’t care about Boolean edge flow
heels have a hard time with heights that push feet/ankles to a certain height.*
You can hide/replace body parts when making custom meshes*
you can use physics (for cloth and stuff) and rigging (for feet pose) to get the mesh to lay the way you want as long as you remember to clear everything.
UVS AND WEIGHTS
UVs 0 and 1 both need to be created or transferred for mesh to work properly
transferred UVs often end up a mess but can still work fine.
weights need to be transferred or painted correctly
MAPS
the maps are all at an odd but consistent size...*
Specular maps are shine
Emission maps are light and alpha channel controls the pulse/steadiness
Normal Maps must be converted to greyscale (or BMP height maps) *
Diffuse is Texture
Now if I forgot something important, have something wrong, or you know something helpful in addition to that- please tell me.
QUESTIONS
MESH
1. How do I make taller heels that work?
I thought it had something to do with changing a height number in the warehouse section, but am given mixed messages about it...
2. Is there an explanation or tutorial about the warehouse tab/section so I can understand what I’m looking at?
3. How do you hide a body part so the mesh takes over as the body part (I.e. robot or skeleton instead of base mesh...)
4. How do you animate a texture? (Mostly revolving around importing into studio I know how to animate/make 2D keyframes just not how to apply it to the sims)
5. Can sims 4 read other maps besides Diffuse, Spec, Emission, and BMP? ( Substance Painter exports a thickness map, which if sims can read it, would save on geo...) If it can, where does it go?
6. Can you preview CAS cc in demo so you don’t have to load the whole game to see if your cc works? (In Sims3, someone made a preview world so you could test your cc with a much faster loading time...)
7. Is there a link to a UV 1 mesh overlay- so that if I wanted to lay it out manually, I had a template to go by?
and/or
8. What is the ratio you need to change the map by to see it ‘correctly’...I know there’s an answer in the archives I just can’t find it...Mostly wanting to export maps from substance painter, but with the odd ratio it’s hard to figure out how to bridge the two...
9. Do you have to export each nude piece (head, torso, legs, feet...) and combine them to get a full body mesh to paint on? Or is there a way to unlock the template pieces so we can use those meshes? (Like eyeballs)
10. Can you have separate maps for pieces (I.e. 2k texture maps for cas objects or individual pieces) and have them bake to the correct places in blender (moving the UVs to the correct places on the map) without using Photoshop?
...I have other questions...if someone has time to answer things like this one on one or about using blender, zbrush, and substance painter (transferring files) can we talk on discord? It may be easier to explain/ask in chat one at a time than in email format. I’d like to make a comprehensive video tutorial, but I’d like to make sure my infos right before I do it.
So what I know about making cc is -
MESH
meshes need to be one object, (except hair/hat cuts - but those need to be labeled correctly)
edges need to be cut/separated to avoid rounded edges (instead of bevels or placeholders which create more geo...)
sims4 doesn’t care about Boolean edge flow
heels have a hard time with heights that push feet/ankles to a certain height.*
You can hide/replace body parts when making custom meshes*
you can use physics (for cloth and stuff) and rigging (for feet pose) to get the mesh to lay the way you want as long as you remember to clear everything.
UVS AND WEIGHTS
UVs 0 and 1 both need to be created or transferred for mesh to work properly
transferred UVs often end up a mess but can still work fine.
weights need to be transferred or painted correctly
MAPS
the maps are all at an odd but consistent size...*
Specular maps are shine
Emission maps are light and alpha channel controls the pulse/steadiness
Normal Maps must be converted to greyscale (or BMP height maps) *
Diffuse is Texture
Now if I forgot something important, have something wrong, or you know something helpful in addition to that- please tell me.