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Post by moonbiscuitsims on Aug 19, 2024 14:39:39 GMT -5
I understand, I will try to do it all again from the beginning to fix the data transfer problem and cut 0, test the mesh in game, and when the texturing time comes try to do it from scratch I did want to keep the original textures to some extent but I'll try with new ones. Edit: had this small issue of uvs dragging other islands again despite having face select enabled , solved it by turning off proportional editing , leaving this here in case it helps anyone
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Post by moonbiscuitsims on Aug 20, 2024 16:48:30 GMT -5
Hi! Fixed my s4studio tools missing issue, changed the cut to 0, I have tested my mesh in game, it morphs and moves, which i'm super happy about, but weirdly. I don't know if my mesh is just too small and abnormal or if there's an issue that can improve this. I know the tummy area maybe I can make it bigger as I adjusted it a lot to the sims non existent waist part of body not realising that it might clip, I also might close the neck hole further in instead of on the outside seam cause that part is separated. (the cut edge bridge loop didn't look good this time because i've redone it and left more chest) Here is a video demonstration
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Post by mauvemorn on Aug 21, 2024 6:36:15 GMT -5
In Edit mode select everything with A and Mesh - Weights - Limit total If wont help, delete all unnecessary shape keys, color attributes and uv map, then restart a package. It should look like this:
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Post by moonbiscuitsims on Aug 21, 2024 7:08:47 GMT -5
Thank you, will try this. By restart a package you mean in sims 4 studio make another new one right?
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Post by mauvemorn on Aug 21, 2024 7:22:06 GMT -5
yeah
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Post by moonbiscuitsims on Aug 21, 2024 16:39:25 GMT -5
hi, my mesh is working much better, and is now useable as clothes, and I've made textures for it today. I have been baking a lot testing tons of stuff and still am. I have so far decided the best method of the ones i tried was to bake the diffuse color and then use photoshop to multiply ambient occlusion, but I don't know if that is the right way to do it, i just tested that and it looked way more like the texture. I felt the color was so flat so i thought it needed the shadow. Then I think my normal to bump conversion is ok and my spec I tried to make as well, both following syboulett tutorials. I just feel there are a lot of artifacts and messy edges both in the texture or maybe the specular, so wondered how to improve these things. On the diffuse + ambient occlusion map i used the patch tool in photoshop to remove some of the black spots, and i've checked my maps and can't find anything specific that i think is causing the strange artifacts on the sleeves. Also the specular is more visible in cas but in live mode a little less. Then finally, there is the gloss or roughness texture (that makes it looks like fabric) that is in blender that I don't really know how to get, I tried baking it as inverted roughness map but it just looks white with no texture. I don't know the best way to achieve this. I thought perhaps the uvs are now too small to be able to show this texture but I want to know if it might be possible to get it. I also wanted to know if I'm meant to make separate normal map and specular for every swatch or if it's only possible to have one for all colour swatches More or less now I'm just aiming to improve my textures (and be more efficient for the future swatches/projects) Overall I'm super happy that it is now functional and working and has a texture, but it is giving me sims 2 cc from 2005 I pasted a photo on this mesh vibes GOOGLE DRIVE (attached the package, my texture images, an image of the roughness texture that i mean that is missing and i cant seem to get, and videos of me testing it in game sorry for moving the camera too much i was trying to see the light shining on it) Also my textures aren't in dds because I couldn't figure out how to save in dxt5 and read you can use pngs.
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Post by mauvemorn on Aug 22, 2024 5:59:19 GMT -5
Start a new package from a maxis item that has a similar shine, export specular and normal maps and compare them to yours. They differ from the ones for objects. In the video i linked previously, after baking, it is shown how to make all of them for cas items
How to make a specular map
Specular map defines type, strength and placement of shine on the item. Note that specular maps can be previewed only on Medium and higher graphics settings in-game.
Study the original specular maps: - There are two files, Shared_Specular_1.png and Shared_Specular_1.mask.png. The first one defines the type of shine the item has, the second one controls the layering of specular maps of different CAS items;
- Both of these maps are half the size of the diffuse;
- The first one needs transparency, the second one does not.
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How to make a normal map
Normal map alters how light interacts with a 3D model's surface, thus enhancing the appearance of existing details or faking non-existent ones.
Note that normal maps can be previewed only on Medium and higher graphics settings in-game.
Study the original normal map:
- Open Shared_Normal_1;
- Unlike the diffuse, this one is square, so you will need to crop yours;
- Unlike the standard normal map, it is grayscale, not purple, so you will need to convert it;
- The background is not transparent, but it is see-through.
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Post by moonbiscuitsims on Aug 22, 2024 6:50:42 GMT -5
AHH thank you! I did in fact notice peoples cas normal maps were squared and wondered why but couldn't find info on that thank you!!! thats definitely probably why it looked wrong and was lighting up my sims body when i increased the intensity Yes I watched that video too, the method was different, I'd been baking my purple normal directly in blender but Ill try that method out too
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Post by mauvemorn on Aug 22, 2024 6:55:29 GMT -5
You should be baking it in blender, it is better that way. In the video there was just no high poly mesh to bake normal map from. The point is everything else. Your normal map is rectangular and opaque
one thing to note: because of a s4s bug, you need to export shadow maps as dds only. Everything else is fine
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Post by moonbiscuitsims on Aug 22, 2024 8:25:59 GMT -5
Ah thank you for clarifying! Ok, does normal map count as a shadow map that must be dds? or only the specular, I just did it and figured out how to get the right dds type and it looks much more like ones ive seen Then for normal opacity do i simply have to remove a tad of opacity or fill in photoshop layers?
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Post by mauvemorn on Aug 22, 2024 9:50:46 GMT -5
No, by “shadow map” I mean the legit “shadow” map you see in s4s’s texture tab. This is the only one that has this problem
For everything else png is easier to use, imo
No, you do it exactly as shown in the video. For normal, you paste the red channel into a mask. For specular, you sample the right shade from the original
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