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Post by johhny865 on Dec 16, 2023 15:03:23 GMT -5
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Post by mauvemorn on Dec 16, 2023 15:57:12 GMT -5
Hi. Clone the original painting again, export the blend, open. You will see two meshgroups: the shadow ( cut number 0 ) and the painting itself ( cut number 1 ) To replace the shadow in the package, a mesh needs to have cut 0. To replace the painting, it needs cut 1. In your blend, both meshes have 0, so only one is being imported ( the shadow ) That said if you will give the painting cut 1, it most likely wont import because it does not have transformbone in the list Unrelated to the problem, you should utilize all available uv space. Bigger uvs = better texture quality - find a similar maxis item, 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/make 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
You need to split sharp edges for them to be shaded as flat. This can be done with Edge split modifier or manually
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Post by johhny865 on Dec 16, 2023 16:06:58 GMT -5
Thank you so much for helping me. I will do that. =)
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Post by johhny865 on Dec 16, 2023 17:58:15 GMT -5
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Post by mauvemorn on Dec 17, 2023 8:35:12 GMT -5
We need permission to download the file
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Post by johhny865 on Dec 17, 2023 9:55:21 GMT -5
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Post by johhny865 on Dec 17, 2023 10:03:10 GMT -5
Oh I forgot to include a picture of the other uv method I included it here. This is the method where I am able to get the black to cover the whole frame. imgur.com/IJ8b020
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Post by mauvemorn on Dec 17, 2023 10:21:29 GMT -5
Either you are sharing wrong files or there is a misunderstand about how uvs work UVs define how textures are projected on the surface of an object. So for that to happen as intended, the image must align with uvs Again, clone the original painting, export it, open. You will see that uvs of the frame align with the texture of the frame, uvs of the painting align with the painting's texture What are UV unwrapping, UV map and UVs:
UV unwrapping is a process of creating a two-dimensional representation ( UV map ) of a three-dimensional object, generally with the purpose of defining how textures are projected on its surface. In The Sims 4, CAS items have two UV maps and this function is performed by the first one in the list. Unlike objects, almost all of them share the same UV space that is divided into areas by category. So, your item's UVs must go into the space meant for its category, otherwise it will conflict with other CAS items.
In three-dimensional space there are three dimensions ( width, depth, height), so each point has three coordinates ( X, Y, Z ). In two-dimensional space there are two dimensions ( width, length ), so each point has two coordinates ( U, V ). This is why these coordinates are called UVs.
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In the image you see a cube with 6 sides. Each of them displays a specific area of the texture. When you move UVs of one side to a different area of the texture, its color changes accordingly.
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Post by johhny865 on Dec 17, 2023 12:15:49 GMT -5
Ok I'll look back over everything I'm not sure if it was the wrong file but the uv I unwrapped looks like this in the blender file i shared. I will look back over everything. Thank you imgur.com/6CZsGIZ
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Post by mauvemorn on Dec 17, 2023 12:51:08 GMT -5
Does it align with the texture? Not with the one that is in the package, so that is the problem
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Post by johhny865 on Dec 17, 2023 13:02:06 GMT -5
Ok so the last photo i sent with the uv mapping is ok? Also thank you for your help. Is there a thread on here that shows how to align it with the texture?
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Post by mauvemorn on Dec 18, 2023 13:01:37 GMT -5
You should have just edited the shape of an existing painting and left its uvs as they were
- in uv Editor deselect all uvs, UV - Export uv layout; - open it in image editor and align textures with the image - you could also go the other way about it, align uvs with an existing texture
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