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Post by argos93 on Apr 25, 2016 13:29:16 GMT -5
Hello everybody,
believe me when I say that I have been looking everywhere how to make an shadow mesh an actual shadow mesh. I mean, how to make the game recognise x mesh as a shadow mesh one. I really want to have some belic stuff as decor and I have everything, rifles and so but I cannot figure out how to make a shadow mesh a shadow mesh recognised by the game. Every tutorial I have seeing does not show it, just already made custom shadow meshes not showing how they do it or shadow meshes already made that with some little modifications works. But those does not work for a rifle, for example... so I need help here because I have no idea how to do it. Any help will be much appreciated. Sorry if there is already a tutorial but if I have seeing it, I have not understand at all how to do it.
I already have the object mesh and the shadow mesh but I do not know how to make sims studio to recognise it as one... also I am not sure about how to apply the shadow texture itself to the shadow mesh. I have some basics in this so with some little help I will be fine.
Thank you!
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Post by orangemittens on Apr 25, 2016 14:25:21 GMT -5
Hi argos93, welcome to Studio forums. Sims 4 has several different shadows and I cannot tell from your explanation which shadow you mean. There is one that shows up outdoors that is cast when sun hits the object, there is one that appears on the floor under floor items or on the wall behind wall items, and there is one that appears on the wall cast by large floor items when light hits them. The answer to your question depends on which of these shadows you're trying to alter.
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Post by argos93 on Apr 25, 2016 16:41:35 GMT -5
Yes, sorry. I meant the one that shows in the wall when light hits them. This one: www.dropbox.com/s/j2fm975x32y72vt/Captura%20de%20pantalla%202016-04-25%2022.32.43.png?dl=0It works in game but as you can see the shadow is the same as the original mesh and it looks quite weird. I have made a shadow mesh to replace instead of that rectangular one but I do not know how to transfer the characteristics of it or how to make the texture (that shadow on it, if as a normal uv map or what). I have some idea of how to do it but I'm not sure anyway. Thank you for reply! I have been looking your tutorials but I just could not figure out how to do what I want.
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Post by MisterS on Apr 25, 2016 17:04:14 GMT -5
You need to clone something that has a shadow mesh, whatever you used does not have one. If you clone something like this shelf you can replace the shadow plane with your mesh If you upload the package Ill show you what I mean.
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Post by argos93 on Apr 25, 2016 17:42:08 GMT -5
You need to clone something that has a shadow mesh, whatever you used does not have one. If you clone something like this shelf you can replace the shadow plane with your mesh If you upload the package Ill show you what I mean. You mean to uploud the package I have modified? And how do I replace it in blender? *EDIT* Well I replaced the shadow mesh for my shadow mesh but still the problem of Studio or game not recognising it as a shadow mesh... maybe because of the uv map? How can I create one that the game accepts? Just like the default one? White background with shadows or how? Anyway you know that when it is a shadow mesh you can see it at the front as if it was the wall but not when you look at its back. Well, when I replace it, it does not happen with my replacement (which means something is wrong, probably the UV's as I do not know how they have to be) but I do not know either why it happens with the original. This is the modified package: www.dropbox.com/s/1hq1cd2jd6nmmta/RIFLE.package?dl=0Thanks.
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Post by inabadromance on Apr 25, 2016 23:44:26 GMT -5
hi! If you say that the package doesn't recognize the new shadow then we're going going to able to see "your" shadow on the blend since the package isn't importing it correctly. That's why should upload the blend file to. Having said that, you need to change the cut numbers of the new shadow to match the original shadow of the package. It's on the number 6.B from this beginners tutorial. In this case, the cut number is 0. but it's not always 0 since it depends on the item.
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Post by argos93 on Apr 26, 2016 2:55:01 GMT -5
Hello, I know I have to change the cut number. If those are the only steps I have to make in order to replace the mesh, Im doing it alright. But the mesh does not dissapear when looking at its back as the original shadow mesh does, I dont know if the new shadow mesh been replaced has to. I will try it again and if not I would aploud the blender file when possible. Anyway, I think it has to be with the uv map of the shadow mesh. I was trying to do it but it resulted in a total 'meh', so as I have said I must be doing the uv map in the wrong way. There is any tutorial for it? I have not found one. Thanks! *Edit* Well, its the uv map, its confirm. I have seen that it has to fit the original shadows but my mesh its bigger. How do I reduce it in the image visor? I just only know how to move it. I do not know if with new shadow meshes have to be that way too, but if not, a tutorial of how to do it would be awesome... if I figure out maybe I would try to do it myself...
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Post by orangemittens on Apr 26, 2016 8:49:03 GMT -5
Hi argos93, Sims 4 has a shadow system that handles the wall shadows that lie behind items hung on a wall like your rifle is. This system involves assigning the shadow group to a specific shadow shader that uses what has come to be known as the "blob" sheet because it looks like a large white image with blobs of grey all over it. To see this image and work with your mesh using it select the shadow group behind your rifle, go to edit mode, select all the vertices of your shadow plane so they light up in orange, click the "Browse image to be linked" menu button and select the image shown: Once you do that you will see the map for your shadow plane laying on top of EA's shadow shader image. Generally, I find it easiest to get the shadow roughly how I want it by editing the mesh and then tweaking the appearance of it with small changes to the map as needed: There are multiple tutorials in our tutorial section that go over how to work with EA's shadow planes: my start to finish object tutorial, the tutorial showing how to change the shape of a painting, the tutorial showing how to convert a Sims 2 item to Sims 4, and the one titled How to fix every kind of Sims 4 object shadow. The Build/Buy/Tuning tutorial index is HERE so you can easily find these tutorials going over how to work with EA's shadow system. With an item like this one, that isn't completely square, round, oval, or rectangular the blob sheet isn't going to make a perfectly matching shadow with a plane that has been subdivided only a couple times as this one is (and as most EA shadow plane meshes are). If you want a more detailed shadow you can add more vertices to the plane which will give you greater control over the shadow. One thing to keep in mind is that, in the game, the object's shadow will be getting help from the game engine so it isn't always necessary to make a highly detailed shadow plane shadow to get a nice appearance for the item in the game.
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Post by argos93 on Apr 26, 2016 9:33:28 GMT -5
Thank you very much. I already had figured out what was the problem. I understood wrong the way of doing it, then anything had meaning to me. I was looking for the wrong thing. But now that I had understood it I will not be bodering you anymore, haha!
Thank you for your patience.
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Post by argos93 on Apr 26, 2016 16:39:24 GMT -5
Oh well, here I am again... haha... I have a new issue now. The shadow its working and so but now the problem is that the mesh looks transparent out and ingame like you can see the inside of it. I guess it has something to do with the UV maps but Im not sure. I had seen a thread were someone had the same problem with a bed but resolved it. She mentions somethins of choosing the wrong object to clone but I did not understand... any idea why its happening or how to resolve it? The package its the same, it has been looking that way from the begining but I thought it was going to look good in game but no, it looks the same. *EDIT* Apparently it was a format problem between programs. Its solved.
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