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Post by mrsmerle on Jul 3, 2023 11:44:19 GMT -5
Hi everyone, I guess this is a very basic problem so I foraged the help thread for hours but did not find a matching solution. So I apologize in advance.
I try to convert a vintage car from TS3 into 4. But, as the object is in 4 groups (0,1,2 and 3), I can't import it properly in S4S. Each group has his own UV map. (I tried to merge the groups and combine the UV but it was apocalyptic :D ) Is ther a way to do it properly?
Please point me the thread where i can find a solution if there's one...
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Post by BokchoiJo on Jul 4, 2023 6:06:57 GMT -5
Hi, do you have a screenshot or file that you can share? If you have 4 overlapping uv you need to rearrange the new uv so it doesn't overlap. After that you can bake the texture to a new UV. This usually involves 2 object (the original with overlapping uv & a copy that have a new rearrange uv) & then bake the texture to a new uv, at least that's how I do it in 3D Max. For Blender maybe you can follow this tutorial sims4studio.com/thread/19060/tutorial-arranging-map-keeping-texture
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Post by mrsmerle on Jul 4, 2023 7:05:55 GMT -5
Hi BokchoiJo and thanks for your response. You mean: merging all groups into on and rearranging their UVmap in one, then baking the all thing? Another problem is that the UV maps of some of these groups are gigantic, bigger than the uv grid in Blender. Which is strange. And I m afraid, in combining/ rearranging all the uvMaps that it would be very ugly for the texture, no? I uploaded the object mesh here: www.simfileshare.net/download/3987849/And can post screenshots if you prefer?
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Post by mauvemorn on Jul 4, 2023 11:48:23 GMT -5
Hi. You need to preserve the materials with assigned textures to be able to rebake them. Then you just click on Uv - Pack and they will be crammed into the uv space ( you can create a rectangular texture, assign it to the background in the uv editor, bring the uvs back to their original size with S Y 0.5, then pack them) Alternatively, you could just join all textures in one image (like a collage), select uvs by the material and re-arrange the entire selection
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Post by BokchoiJo on Jul 4, 2023 22:13:30 GMT -5
Hi BokchoiJo and thanks for your response. You mean: merging all groups into on and rearranging their UVmap in one, then baking the all thing? Another problem is that the UV maps of some of these groups are gigantic, bigger than the uv grid in Blender. Which is strange. And I m afraid, in combining/ rearranging all the uvMaps that it would be very ugly for the texture, no? I uploaded the object mesh here: www.simfileshare.net/download/3987849/And can post screenshots if you prefer? Hi, yes that's right. I usually use 3D max for this so that is what I do if I want to transfer texture to a new UV.
For Blender you can try to follow mauvemorn suggestion but the concept is the same, you combine the group & rearrange the uv either by moving it manually or by packing it automatically.
The reduce in texture quality is expected since you are combining 4 texture map into 1 map, you can try baking to a map that is twice larger that your final map resolution & then scaling it down when you import to S4S.
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Post by mrsmerle on Jul 8, 2023 8:30:13 GMT -5
Thanks Mauvemorn and BokchoiJo for your help. I m trying to sort the whole thing following your advices 8-)
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