Post by ladyaran on Jan 27, 2024 23:31:01 GMT -5
Hey all! Having completed one part of my conversion project, I'm now working on the 2nd part. This was meant to be a full body outfit, but I didn't like the texture of the pants nor the pants themselves so I just decided to focus on converting the top. It's a rather regal-looking military coat! It's also going to be my first Sims 4 clothing project. I know I probably should've started with something far less involved but I knew nobody would ever make this exact thing and 2...I REALLY need it in my game. So...yeah, decided to take matters into my own hands and here we are!
I've spent I don't know how many days/hours on this thus far but I finally got it looking okay-ish, especially for having never created clothing for TS4. Anyway, I'm still playing with the UV map before moving on to the data transfer (I decided to use the adult male trenchcoat with the scarf from Seasons as a base - more on that later) and while I have most of the textures in place, there's two things that are keeping me from moving onward -- the texture for the coat itself and the campaign markers that are meant to go on the white chest portion. Here's what the model looks like bone stock:
The changes I made to the coat itself come in the form of shorting the "tails" in the back and getting rid of the forked gold part on the butt. By shortening the tails on the back, I had to shorten the front a great deal as well. I also removed the bottom belt on the coat:
Now, due to the way CAS things are mapped, I had to unwrap the front and back of the coat and use the adult make UV template as a guide for where to put the pieces. This is what I came up with:
Things like the gold accents, the cord on the chest, the waist belts and the shoulder board textures I placed in the bottom corner; the white portion of the coat I put in between the arms. And then the coat itself. My main problem is trying to figure out how to use the model's texture file for the coat when it looks like this:
I can tell where the jacket is, but actually mapping the UV to the texture is throwing me for a loop.
And my other problem is getting the campaign markers to show up properly. They look like this (the ones on the top)
For now, I just can't get them to appear properly (like on the stock model) so I'll probably have to think about either axing them altogether or making them as an accessory. My biggest priority right now is getting the coat texture figured out.
Thanks in advance!
ETA: Also wanted to ask about reference cut numbers. The top I'm using as a base (the Seasons male trenchcoat) has 7 meshes listed in blender - the top itself + the Sim's hands is listed as s4studio_mesh_4, with a cut number of 0006, while the Sim neck is listed as s4studio_mesh_7, with a cut of 0002; the rest of the meshes are little squares on the Sim's arms. I take it I need to keep all of the meshes, correct?