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Post by tremolo on Feb 21, 2023 22:49:08 GMT -5
This is only my second time retexturing a Create a Sim part. I am new to adding textures to models so sorry if this is a really stupid question but I've looked everywhere and can't find a solution.
I wanted to paint a skin overlay directly on top of a model, similar to the method described here. This is so I can have a better idea of the proportions without having to open the texture up in game every time I want to check. I've already started painting my skin texture before I realized I needed to work directly onto a model, so I already have a texture I need to import onto the mesh. I used MorphMaker to export an .obj of my model. I also tried the swimsuit method described in the post linked. However, I'm not sure how to import my existing texture onto either model. I understand The Sims 4 uses a very specific UV map, so I can't just change everything, I have to stick to the 2048 x 4096 image. If I make a new .blend file and import the MorphMaker .obj into it. I can't figure out a way to map the vertices onto the texture so that's a no-go. I assume I'm stuck using the swimsuit, but I still can't figure out how to swap out the texture. The imported meshes are all separated into parts which adds more confusion to trying to figure out where everything is.
This is the first time I've ever textured any of my models in Blender so this particular interface is all new to me.
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Post by simmerish20 on Feb 22, 2023 1:13:24 GMT -5
Is the mesh already made? Have you done any changes to the UVmap? An UVmap is usually baked into a mesh once it has been UVmapped (and technically there are usually UVs on a new mesh even if they haven't been properly mapped yet), so if the model is replaced with another mesh, or used in a different project, the UVmap follows the mesh. A texture meant to work with a spesific UVmap/3Dmodel should normally work for that model. Here's a very quick guide on how to import the texture (if this doesn't work and/or you have a different version than 2.8 or 3.0+, search up "import texture blender [version number you have]"). It also shows a quick way to UVmap, but don't do that if the item is already UVmapped, as the UVs could end up moving around (you usually don't want that unless you're UVmapping from scratch). 2.8 texture import or 3.0+ texture importIf you're working with a spesific model that has a lot of parts you need to work around, you can extract a UVmap. Those are very useful as guides for texturing - it's just an image you can use as an overlay in an image editing program. Tutorial here (the video is split into timecodes, there's one for exporting the UVs at around 1 minute) If you're painting directly on the model in Blender, you can open a window with the UVmap and use it as an extra guide. Here are body texture templates, in case you need those: sims4studio.com/thread/243/sim-body-texture-templates (I think they're the default 1024x2048 size, not HQ, but you can size up if need be). You can use a texture as a base in Blender, so putting an UVmap on that texture and using it as a guide on the mesh while painting is also an option - you'd have the UVmap on the model and beside you in the UVmap view. It can be easier to do the base work in a photo editing program, such as the outlay of the outfit, then doing shadows/highlights and main detailing in Blender. That way you don't have to worry too much about any transparent/invisible parts of the texture, where skin shows through (the alpha part of the texture). It's also a bit easier to work with texture layering in a photo editing program, for instance if you have a decal you want to use, or similar. It depends on your own workflow, of course.
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Post by tremolo on Feb 23, 2023 16:28:43 GMT -5
There is no mesh, I'm making a skin overlay, it uses the in-game mesh. I'm using a replica of the fullbody mesh to project the texture onto it and paint directly onto it using Blender's Texture Paint mode.
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Post by simmerish20 on Feb 23, 2023 21:47:05 GMT -5
The mesh you're working with is the ingame mesh for that particular item (skin overlays uses the body/face mesh). If you need an UVmap you can get it from any painted-on outfit without extra mesh parts.
I don't think the models S4Studio uses for import/export into Blender are the exact ones used by sims ingame, so if you paint directly on the skin there is occasionally some variation from what shows on the sims ingame VS in S4Studio, but it's usually close enough. You can use the maps in the link I posted above as a guide for where things end up on the body.
You should get a texture map saved, and/or be able to save one that's directly linked to the texture you're making, in the UV view.
You can use this texture (depending on whether it needs an alpha reapplied to get transparency, it may need some touching-up in a photo editing program) in S4Studio, replacing it with the original texture for the outfit you saved a file for.
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