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Post by klapan02 on Apr 8, 2024 3:31:00 GMT -5
Hello simmers! I decided to try out making some furniture for the first time. So to make it easy for myself I just went with a vase for practice. Unfortunately I have ran into trouble every step of the way as I am not proficient in blender and all the tutorials are outdated. Right now I have managed to import the new mesh into s4s, but the new textures are completely off. So my steps were... I export the s4s vase mesh into blender. I import my new vase fbx and scale it ect. I delete the old vase. I UV unwrap the new mesh and import the map into photoshop and then back with the new texture. I attach it to the mesh in node view. Now a step I saw in a lot of tutorials is to bake the AO map, which I did, but it doesn't matter anyway. Because when I import the new texture map or AO map into s4s, its like the software is still using the old texture map, but putting mine over it, so its all misplaced and some areas are see through. I don't even know how to explain it properly and I would attach images here, except I am new to this website as well and can't seem to get that working. I have been working on this for 5 hours..... I am very hopeless and I would really appreciate some help from anyone who can be bothered
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Post by mauvemorn on Apr 8, 2024 4:15:04 GMT -5
Hi. We need to see the package and blend files to give any specific answers. As I understand, you vase came without pre-existing textures?
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Post by klapan02 on Apr 8, 2024 4:38:08 GMT -5
Hi. We need to see the package and blend files to give any specific answers. As I understand, you vase came without pre-existing textures? drive.google.com/drive/folders/1PeU6IAr20renqdP4YZc7bxnUXKTlkVaS?usp=drive_link The s4s vase had the default textures. The other mesh I made in Maya, and saved it as a fbx. I just got the Uv unwrapped map and imported it into ps where i drew the textures on.
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Post by mauvemorn on Apr 8, 2024 4:58:22 GMT -5
We need to see the package as well to check if you imported the texture in the correct place or at all. It is not imported automatically with .blend file. Unrelated to the issue you're having, but your object is not adapted to work in s4s. Rename the map, add transformbone and assign the mesh to it - 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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Post by klapan02 on Apr 8, 2024 5:01:41 GMT -5
We need to see the package as well to check if you imported the texture in the correct place or at all. It is not imported automatically with .blend file. Unrelated to the issue you're having, but your object is not adapted to work in s4s. Rename the map, add transformbone and assign the mesh to it - 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
I restarted my whole computer and magically it worked! I don't know if I changed something or if it was a bug all along, as I tried restarting it before and it didn't work. Thank you for your help!
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