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Post by orangemittens on Nov 24, 2014 0:28:27 GMT -5
This tutorial will show you how to quickly access the wall bump and specular images so that you can edit them in your 2D editor for reimportation back to your Wall.package.
Note: A wall cloned with Sims 4 Studio has only 1 bump and 1 specular image for each wall height included in the .package. The same bump and spec will be used for each wall of that height so you do not need to import them for each individual swatch. The bump and specular only need to be made once for each height and the game will use them for each swatch included in the .package.
What you will need: Sims 4 Studio A 2D editor capable of managing transparency.
This tutorial assumes you have already read the tutorial on making a new wall posted elsewhere in the Tutorials section.
Open Sims 4 Studio and enter your creator name if you haven't done so. Choose Wall and click Create recolor. Choose the wall you want to work with from the thumbnails list.
Once your .package is saved and you are on the model viewer page go to the Textures tab and click the Export All button:
A box will pop up. Browse to your project folder and type a name in. This name will be used to name a new folder that is created in your Projects folder. Choose the extension you want. If you don't choose one Sims 4 Studio will make all the images .dds by default.
Open the new folder that Sims 4 Studio made and you will find all the wall's images conveniently named so that you can tell what each one is.
Edit all the images and import them back to Sims 4 Studio. Each will need to be imported separately. Change the name, description, price, and tags to suit your wall. Save your .package and check it in the game.
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Post by Sierra on Dec 9, 2014 19:05:35 GMT -5
This is so much easier than using s4pe. Thank you.
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Post by orangemittens on Dec 10, 2014 9:22:47 GMT -5
You're welcome.
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Post by ronja on Dec 11, 2014 13:34:03 GMT -5
Does anyone know how to create bump map for sims 4? I tried many tutorials ( 3d model mostly ), but for Sims is different ... the image must be transparent
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Post by brujah on Dec 11, 2014 13:50:55 GMT -5
You also need to edit the alpha channel in greyscale
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Post by ronja on Dec 12, 2014 13:24:45 GMT -5
Mmmhh
I have to copy the RGB level to alpha level ...
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Post by PsychoSim on Jan 17, 2015 15:56:22 GMT -5
So do I need to export all and edit all if all I want to recolor the wall and leave the bump alone. Trying to recolor the Arbor Ardor I am leavening the molding alone, but some of the walls are not lining up right when I test it in the game.
Edit - Never mind I figured out what I was doing wrong. I kept importing the png files and not the dds files.
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Post by orangemittens on Jan 17, 2015 17:45:42 GMT -5
Glad you got it working
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Post by orangemittens on Feb 9, 2016 10:12:19 GMT -5
Hi pixelation, welcome to Studio forums. Which wall is it you're working with?
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Post by megsimple on Aug 21, 2018 13:56:58 GMT -5
What do I need to do to get my walls and floors glossy/shine
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Post by orangemittens on Aug 23, 2018 10:21:11 GMT -5
The specular image affects shine. Please note, it does not confer reflectivity (such as is found in Brujah's reflective flooring).
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Post by lucykemnitzer on Oct 12, 2020 15:58:29 GMT -5
I'm trying to recreate the Sims 2 Mission walls, which means I think I need new normals/bumps and new speculars. I've read some things about both of these, but I'm not at all sure I understand very well. I'm using paint.NET as my image editor. I've been studying the barn walls to try to understand what I need to do, but...several questions arise. One big question that arises is that the bump map I is quite obviously transparent but when I look at the properties paint.NET says it has complete opacity. I've been eyeballing the opacity but is there a number I could just use? Another question is that the specular just looks uniformly black for the barn walls-I assume because it's weathered wood & should have no shine. If the Mission walls are polished wood combined with plaster/wallpaper/fabric, should I bring the highlighted areas of the wood up just a tad from black? Can I do this in greyscale and not fuss with the different kinds of shine in the RGB channels? Since there's no transparency, can I avoid introducing an alpha? Or, since the wood bracing might be construed to cast shadows on the interior panels, is it worth struggling to handle that via alpha?
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Post by skellybear on Nov 10, 2020 21:53:20 GMT -5
I'm trying to recreate the Sims 2 Mission walls, which means I think I need new normals/bumps and new speculars. I've read some things about both of these, but I'm not at all sure I understand very well. I'm using paint.NET as my image editor. I've been studying the barn walls to try to understand what I need to do, but...several questions arise. One big question that arises is that the bump map I is quite obviously transparent but when I look at the properties paint.NET says it has complete opacity. I've been eyeballing the opacity but is there a number I could just use? Another question is that the specular just looks uniformly black for the barn walls-I assume because it's weathered wood & should have no shine. If the Mission walls are polished wood combined with plaster/wallpaper/fabric, should I bring the highlighted areas of the wood up just a tad from black? Can I do this in greyscale and not fuss with the different kinds of shine in the RGB channels? Since there's no transparency, can I avoid introducing an alpha? Or, since the wood bracing might be construed to cast shadows on the interior panels, is it worth struggling to handle that via alpha? Hi Lucy! I'm unsure about the bump map so I won't try to answer that question, but I am quite curious as to what process you're using to 'recreate' the Sims 2 walls. Are you making them from scratch, exporting the textures with simPE and reworking them for Sims 4, or editing a pre-existing Sims 4 wall? Knowing this info would be beneficial for me (or someone else) to help you!
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Post by lucykemnitzer on Nov 11, 2020 14:23:53 GMT -5
Thank you, ewalynne! I've put the project on hold for a bit, so I have made no progress to speak of since posting. What I was doing was grabbing the images from the Sims 2 walls from online and cleaning them up, and making the speculars and bump maps from scratch. The bump maps I made by 1) greyscaling the diffuse image, then 2) attempting to adjust the lightness/darkness to fit the characteristics of the bump maps of the most similar walls in Sims 4-I thought Barnyard Beauty at the time and (3) attempting to make a specular that ... and that broke me because I thought "maybe it shouldn't be exactly the same as Barnyard Beauty because aren't these woods more likely to have a semigloss finish? Shouldn't that be represented here? So wouldn't the plaster/wallpaper areas and the wood areas look different in the specular? Does that mean I need a different specular for the plaster & wallpaper ones vs. the all-wood ones?" In addition to the transparency issue I've already mentioned. And also, I got totally overwhelmed reading about how to use the RBG channels in the bump map.
And I've decided that using 2nd hand images isn't working for me (I can't get the images to be clean enough), so I'm gearing up to hand-draw them brand new if I can't get the original game files, and maybe even if I can.
When I made walls in Sims 2, most of them didn't have bump maps and I don't think any of them had speculars, so this is new to me.
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adidie
New Member
French CC newbie creator :)
Posts: 3
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Post by adidie on Feb 4, 2021 11:05:18 GMT -5
Hi! I have a question about the wall bump and specular. I would like to create a new wall texture a mix with brick and stone. I would like to create this new wallpaper as maxi match as possible, it's why I start to work in illustrator to have a "drawing/realist" texture to match with the sims 4 (I'm not sure if this is the ideal method but I'm new in creating CC and I try :P ). The next step should be to adapt or create a bump and a specular image, but even when I read this tutorial, I have absolutly no idea where to start. Can you help me with this or lead me to the right tutorial? Thanks for all your amazing work!!
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