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Post by vivianeta0817 on Apr 21, 2023 5:42:48 GMT -5
If anyone can help, I'd be extremely grateful as I have tried googled it with no success at all. I've been following the basic tutorial procedure for cloning mesh into s4s with the files format (obj, fbx, dae), everything works fine in blender and looks fine in game so far. However, when I tried this .skp format, after importing into blender and did the normal procedure, the mesh in Sims4Studio shows transparent, and texture cannot show (it just looks all black) Do I need some special procedure for .skp format? Or something went wrong when .skp was imported into blender? I'm using Blender 2.79. I've uploaded the skp file here and some pics of my steps. mega.nz/file/cYZyyagY#eN7LHLzJ9x9UlOmyHeyUtH0efN1a-PTG40S-Y4LCvkAI really want to learn this and share freely with people. I'll be so grateful if someone can help me with this.
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Post by mauvemorn on Apr 21, 2023 7:17:40 GMT -5
Hi. In the shared blend the uvs are welded into one in the corner of the uv space. This happened because you joined the original with yours without renaming uv maps. However, this ( joining them) is an unnecessary step - find a similar maxis item( in your case, a different one, the leaves have transparency while your item does not need it), clone it, export the blend. In the scene there will be an object, one or two shadows, possibly more objects ( for glass, for example );
- append/import your object, select it, rename uv map to uv_0. This does not happen when you join meshes; - ignore uv_1, objects have the same uv_0 and uv_1 maps;
- in most cases the original object will have one or multiple vertex groups. You need to double-click on it to rename, Ctrl C to copy the name ( usually transformBone ), then create a new vertex group on your mesh, paste the name. If there is only one vertex group, switch to edit mode, select everything with A, and assign the whole mesh to it. This is the part that does not happen when you join meshes; - give the mesh the same cut number;
- you may need to adjust uv_0 if it was not square or rectangular;
- you may also need to vertex paint the mesh if it needs to light up; - you may need to adjust the meshgroups of shadow underneath the object in edit mode; - delete the reference, save
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Post by vivianeta0817 on Apr 21, 2023 9:28:36 GMT -5
Hi. In the shared blend the uvs are welded into one in the corner of the uv space. This happened because you joined the original with yours without renaming uv maps. However, this ( joining them) is an unnecessary step - find a similar maxis item( in your case, a different one, the leaves have transparency while your item does not need it), clone it, export the blend. In the scene there will be an object, one or two shadows, possibly more objects ( for glass, for example );
- append/import your object, select it, rename uv map to uv_0. This does not happen when you join meshes; - ignore uv_1, objects have the same uv_0 and uv_1 maps;
- in most cases the original object will have one or multiple vertex groups. You need to double-click on it to rename, Ctrl C to copy the name ( usually transformBone ), then create a new vertex group on your mesh, paste the name. If there is only one vertex group, switch to edit mode, select everything with A, and assign the whole mesh to it. This is the part that does not happen when you join meshes; - give the mesh the same cut number;
- you may need to adjust uv_0 if it was not square or rectangular;
- you may also need to vertex paint the mesh if it needs to light up; - you may need to adjust the meshgroups of shadow underneath the object in edit mode; - delete the reference, save
Dear mauvemorn, thank you so much for your help. I appreciate a lot.I've imported it successfully in game. (However I don't know why it looks so shiny and glossy, which I didn't intend to, don't know how to fix this). anyway, thank you so much for your help!
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Post by mauvemorn on Apr 21, 2023 9:48:12 GMT -5
You’re welcome. Need to edit the specular map in the warehouse to change the shine
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