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Post by littleoldme on Nov 1, 2024 13:31:11 GMT -5
Hi guys! Not sure if I worded this properly. I'm new to Blender and this is my first time attempting to create CC. I made this little shelf and it looks fine on Blender, I already set up everything according to this tutorial: I baked the texture, everything is okay, as you guys can see by my UV map: imgur.com/CgA0SHxHere's what it looks like in Blender: imgur.com/cYNKgYITHEN WHY DOES IT TURN INTO THIS ABOMINATION IN SIMS 4 STUDIO??? imgur.com/6Md4fRfimgur.com/lNg6Zp4I get the impression it's not properly reading the texture since it looks literally flat. I just baked it and then "saved as" in Blender, as a regular png. Is this wrong? Am I supposed to do something else? I'd be really happy if someone could help me with this because I put a lot of work into this little project. P.S.: I did everything on the new Blender and I'm using the Beta version of S4S that is compatible with newer versions. Could it have anything to do with that?
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Post by mauvemorn on Nov 1, 2024 15:51:06 GMT -5
Hi. When you clone a maxis item, the first thing you do is export resources and study them. The item you started the package from is made of two or more meshgroups while your blend contains only one. When you import it, only one, the shadow plane under the object, is being replaced. Shadow planes have a pre-determined texture, so your object is displaying it instead. Here’s how the object is meant to be adapted: To be imported, your item must be visible, selectable, have the right cut number. To function as intended, it must be adapted like an object you’re replacing. In the scene you will find two or more objects: an object itself, a shadow underneath. Both have different cut numbers. Your object must have the same one as the original object. It should also be assigned to the same bone. So select the original object, check the cut number, delete this item; - File - Append - the blend file with an object you made - Object - the object itself, append; - give it the same cut number; - create a new bone with +, double-click to name it transformBone. In edit mode select all of your mesh with A and click on Assign; - rename the uv map to uv_0. Duplicate it with +, name uv_1; - select the shadow underneath and adjust it to fit your mesh; - save, import back It does not matter where you create your object, but it is a good practice to always do things like this: - find a similar object in the catalog, clone it, export the blend; - study how the object is adapted (number of meshgroups, what bones affect it, whether it has uv_1 or color attributes) - create your object here and adapt it the same
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Post by littleoldme on Nov 2, 2024 11:03:58 GMT -5
That solved it! Thank you!
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