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Post by Krystel on Jul 15, 2024 16:03:17 GMT -5
Hello, I'm trying to create CC for the first time in my life; a simple table to test it out. I do have a background in 3D but never used Blender much before, so I used 3dsMax for modelling and unwrapping and Substance Painter for baking and texturing. I exported an .fbx of my mesh (unwrapped) in Blender and replaced the basic Sims mesh with mine. I'm not familiar at all with the unwrapping system in Blender but I can see my UVs are there. However, when I import my mesh from Blender to Sims4Studio, the textures are all messed up, it only shows one color which brings me to think my UVs didn't follow and are bunched up in a single pixel on my island, picking up a single pixel of my diffuse map. I don't know how to kind of connect both my mesh and its UVs so they follow each other when I import. I'm very new to this so I appreciate your help!
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Post by mauvemorn on Jul 15, 2024 16:27:19 GMT -5
Hi. TS4 uses the first map in the list when projecting textures. If you joined your mesh with a maxis one and uv maps were not named the same, the correct uv map is not the first one. Anyway, you should not be joining them at all. Heres the process, if wont help, share your blend and package files - 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 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 shadows underneath the object in edit mode; - delete the reference, save
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