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Post by KSimbleton on Jul 29, 2016 6:45:46 GMT -5
Hey Guys! I could use some creating help. Let’s establish right now that I am a real noob when it comes to this . I am trying to create a flowery plant-type thing in blender, and I have studied some different meshes. It seems as though most creators use images on planes to create the look they want, so I gave it a try. I am stuck on how you make a nice neat map out of everything. Like this (from one of DaraS meshes): My image takes up the entire map: Any guidelines or a tut someone can point me to? I’d be very grateful! Thanks
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Post by phyre on Jul 29, 2016 8:17:43 GMT -5
The trick is adding an alpha channel to your texture map. An alpha map basically tells the game which part of the texture is visible (the parts of the alpha that are white), which part of the texture is invisible (the parts of the alpha that are black) and which parts have varying transparency (the parts of the alpha that have different shades of grey).
So to create a plant you would have to add an alpha channel to your texture map and paint the areas white that you want to be seen (so the areas of the map corresponding to your leaves) and paint the areas black that you do not want to be seen (everything inside the planes that is not your leaves, so that which is now white).
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Post by orangemittens on Jul 29, 2016 8:28:59 GMT -5
It looks like you have an alpha texture already and Blender just isn't rendering the alpha part in the 3D view. You'll notice the same white solid edges surround the portions of the other mesh as well. If you look at the item in Studio's 3D view you will see the alpha. You're on the right track, you just need to make your plane shape conform to the image a little more to duplicate the look of the other mesh map you showed. It isn't necessary to have the map completely conform to the image shape however. In Studio and in the game, the alpha parts will be invisible. The more the plane conforms the more polys the plane will have, usually. On the other hand, the more the plane shape conforms, the easier it is to make the item especially when you're first starting out working with alpha planes.
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Post by KSimbleton on Jul 29, 2016 8:52:58 GMT -5
You guys are really awesome, you know? But I don't think I explained my problem the right way. I don't have a problem with the alpha part, that's squared away, I think... What I am having problems with is making the same UV map for all of the pieces of my mesh (I will have different images [ie. flowers and leaves] like Dara does). Hers are all mapped onto the same grid. When I try to move stuff around on my grid only the coordinates of the plane move and not the actual image, distorting the image in the 3D veiwport. Unfortunately, I am not so far along with my mesh to show you more of what I mean.
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Post by orangemittens on Jul 29, 2016 9:01:05 GMT -5
I'm not sure what you mean. Do you mean you want multiple planes that are all mapped to the same spot on your UV map? To do that just make the first plane, map it, and then duplicate it using the Shift key and d key on your keyboard. If that's not what you mean could you show a picture or describe it a little more?
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Post by phyre on Jul 29, 2016 9:04:10 GMT -5
Ah, I see what you mean now. What you have to understand is that there are different types of maps. The UV map is basically a blank map (without a texture) and simply describes the U and V coordinates a specific plane of your object is mapped to. There is only 1 UV map for 1 mesh (at least in TS4). Now your texture map is another type of map. This texture maps shows the actual textures that are going to be on your object. Your texture map is built upon your UV map. If your texture map has images of leaves on the spot where your UV Map shows the plane those leaves should be on, then your object will show the leaves that are on your texture map on that plane. An object can have more than one texture maps, this is what are the "recolours" of an object. This texture map is something that you create in an image editor and simply "load" into Blender. If you look at the bottom left of your screen it shows "leaves2.png". This image can not be edited inside Blender, it simply is what it is and you can only edit it an image editor like Paint or Gimp or Photoshop. The best practice for creating objects is to first create your mesh and then lay out your UV-Map the way you want to. After your entire object is "mapped", you can export a line image of this UV Map to an image file and then build your texture files on top of that inside an image editor. You can take a look at this 2-part tutorial Orangemittens wrote on mapping for a general step-by-step (simply skip the steps you already know how to do).
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Post by KSimbleton on Jul 29, 2016 9:15:22 GMT -5
yes it is the texture map I mean! I just wasn't calling it the right thing- thank you!
I'll have to read your replies in more detail later because I'm in the car now - thank you so much for your help !!
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Post by orangemittens on Jul 29, 2016 9:40:07 GMT -5
Phyre, generally people call the images that are laid on an object (the color and recolor images) diffuse images and calling it a texture map is going to confuse the conversation as many people use that term interchangeably with UV map. Recolorists, in particular, do not associate the creation of images in a 2D editor with the term "map" or a process of mapping. Mapping is something that is done while creating a mesh. Also, it is not true that Sims 4 items have only one UV map/mesh group. CAS items almost all have a 2 UV's per mesh, and some objects also have two UV's. Studio generally handles them for objects so you don't often have to worry about them.
KSimbleton, depending on the item it is sometimes easier to map after a diffuse image is made and sometimes it's easier to map first and then make the image conform to the map. It all depends on what you're making. In this case, because it involves alpha work and a very simple mesh, what I would probably do is create a 512 x 512 alpha image that has the flower I want and the leaf/stem parts I want. Then I would load that into Blender and map my planes over the images and size the actual mesh while I can see the image displayed on the plane. Once I got that part set up I would duplicate the leaf and flower planes and arrange the duplicates until I was satisfied with the mesh. The alternative is to create the mesh out of planes first without the benefit of seeing an image on them.
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Post by Deleted on Jul 29, 2016 10:02:26 GMT -5
You guys are really awesome, you know? But I don't think I explained my problem the right way. I don't have a problem with the alpha part, that's squared away, I think... What I am having problems with is making the same UV map for all of the pieces of my mesh (I will have different images [ie. flowers and leaves] like Dara does). Hers are all mapped onto the same grid. When I try to move stuff around on my grid only the coordinates of the plane move and not the actual image, distorting the image in the 3D veiwport. Unfortunately, I am not so far along with my mesh to show you more of what I mean. Hi, KSimbleton - Sometimes, when you are working with Blender...actually a Lot of Times - Ha!; Even though you have the Mesh UV Mapped to the Texture correctly, when Adding to the Mesh - it won't always look right in the 3D Viewport. This happens a Lot to me, Blender does not Update the 3D Viewport, ( IN REAL TIME.), very well....but when you re-Import into S4S, it normally shows up fine. There are Tricks to this, but just wanted to let you know - That happens.
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Post by phyre on Jul 29, 2016 11:07:28 GMT -5
Phyre, generally people call the images that are laid on an object (the color and recolor images) diffuse images and calling it a texture map is going to confuse the conversation as many people use that term interchangeably with UV map. Recolorists, in particular, do not associate the creation of images in a 2D editor with the term "map" or a process of mapping. Mapping is something that is done while creating a mesh. Also, it is not true that Sims 4 items have only one UV map/mesh group. CAS items almost all have a 2 UV's per mesh, and some objects also have two UV's. Studio generally handles them for objects so you don't often have to worry about them. My apologies, I did not mean to confuse anyone. I'll try to adhere to the dominant terminology used on this forum. Also, I know objects can have more than 1 UV map. I was simply trying to explain that UV maps are unique to whatever they are mapping and diffuses are the images being recoloured. In any case, I probably did a poor job of that so thank you for clarifying it so everyone can understand.
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Post by Deleted on Jul 29, 2016 14:01:49 GMT -5
Phyre, generally people call the images that are laid on an object (the color and recolor images) diffuse images and calling it a texture map is going to confuse the conversation as many people use that term interchangeably with UV map. Recolorists, in particular, do not associate the creation of images in a 2D editor with the term "map" or a process of mapping. Mapping is something that is done while creating a mesh. Also, it is not true that Sims 4 items have only one UV map/mesh group. CAS items almost all have a 2 UV's per mesh, and some objects also have two UV's. Studio generally handles them for objects so you don't often have to worry about them. My apologies, I did not mean to confuse anyone. I'll try to adhere to the dominant terminology used on this forum. Also, I know objects can have more than 1 UV map. I was simply trying to explain that UV maps are unique to whatever they are mapping and diffuses are the images being recoloured. In any case, I probably did a poor job of that so thank you for clarifying it so everyone can understand. Hi phyre, please do not read into this the Wrong way, OM was only doing her' thing....i have described terminology for the Sims, completely Insanely' wrong in the past...hmmm...probably' the Present as well...Ha! OM, is more of a Perfectionist - God, i should not even be writing this, could be in the Dog House again; Ever been in the Dog House? Ha! She is only commenting on the Thread, i know you can READ into it a different way - but she's only here to Help us all. You Rock - We Rock - Rock On! Hey! It's half past a Beer Time....
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Post by KSimbleton on Jul 29, 2016 15:20:27 GMT -5
Yes, orangemittens, THIS is what I was thinking about doing - I just didn't understand how to - Hopefully, I can do it now - thanks for the tip phyre , you did not confuse me - you actually made clear what I was thinking and for that I thank you But I do call it all a "UV map" like OM was saying And @stevenssimsstuff , thanks for the peptalk :D - I'll just keep pluggin' away and when I come up with something pretty, I'll post it on my studio. Thanks, Ya'll!
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