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Post by duckingjess on Jan 5, 2024 13:56:35 GMT -5
Hi all, I'm new to all of it and I can´t match the color texture of the UV map with the texture of the sims 4 studio, I search everywere how to match and the tips didn´t help, like applying scale, and making sure it had only one UV map, I tried every type of unwrap and only got worse, I'm almost giving up :( Blender file: drive.google.com/file/d/1rl3jI9CvbcQFOlYQJbQR4P7lPR43Jg_p/view?usp=sharing
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Post by mauvemorn on Jan 5, 2024 14:10:20 GMT -5
Hi. We need to see the package file and the blend you imported in it
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Post by duckingjess on Jan 5, 2024 14:21:13 GMT -5
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Post by mauvemorn on Jan 5, 2024 14:23:47 GMT -5
Need permission
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Post by duckingjess on Jan 5, 2024 14:31:16 GMT -5
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Post by mauvemorn on Jan 5, 2024 14:38:21 GMT -5
We need to see the package file as well, since it contains the texture. The only thing I can tell you right now is that uvs overlap. Unrelated, but you need to delete uv_0 and uv_1, rename UVmap to uv_0, then actually assign this object to transformbone - 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
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