|
Post by misstex89 on Sept 22, 2016 0:49:14 GMT -5
When I saw that S4S was finally compatible with mac I about had a heart attack. I immediately downloaded and tried to do my first CC. I have already modeled the mesh in maya, sculpted and painted in zbrush. I have all of the normal maps and texture files...but now I'm stuck because you can't export the mesh yet? All I wanted to do was take the strawberry child necklace, remove the charm, replace it with my current object, and then get it into S4S. I've been researching like crazy but I'm stuck. The necklace is in .package format, and won't open in blender, the charm is in .obj and I had to manually input the S4 adult model. I get it where I want it but need the other half of the mesh, and then what? Does blender export it into S4S? Am I just waiting for an update on the program so I can export and import meshes? I am confused on my next step can someone help me?? I have an old pc upstairs that has S4S on it and can handle conversions, but not modeling. Would I need to transfer something to the PC to extract and/or get the object compatible for S4S until the next software update? Here is where I am at visually: I just want this necklace charm, and the texture files I already have on a black rope necklace. And into the S4S of course. Help please??!!
|
|
|
Post by MisterS on Sept 22, 2016 2:40:24 GMT -5
Im a bit lost on where you are up too misstex89 but I export as a FBX from 3ds max into blender all the time (and vice versa), then save it as a .blend then import into studio.
|
|
|
Post by misstex89 on Sept 22, 2016 2:53:41 GMT -5
I guess I'm just having trouble getting the EA necklace mesh into the program. I guess I'll have to use the PC until the update the mac version to export meshes...
But one thing, would you apply the texture, normals and displacement maps into blender first, then try to get it into studio? I know that if I can get through the process one time successfully I can crank out some CC...
|
|
|
Post by MisterS on Sept 22, 2016 3:23:27 GMT -5
Export the EA mesh into blender and export as a FBX into maya, do what you want with it and export as a FBX back into blender, get it in the correct position etc then save it as a blend then import it into s4s again. When I make things in max, I apply the texture and it will export out with your object. Any normal map spec or whatever I then apply in photoshop after I have the mesh with the texture looking nice. You can use OBJ to import export but I believe FBX keeps all the information where OBJ does not. Either way you will have to experiment with the export settings in maya as the ones I use with max would differ. I am unsure who uses maya here (there will be someone).
|
|
|
Post by misstex89 on Sept 22, 2016 6:02:17 GMT -5
ok well I finagled the files and now the charm is on the necklace. I've have gotten to the part of the earring tutorial where it says open uv editor :( I say sad face because the tool box only has a grease pencil in it, not like the tutorial picture. Idk if I should just save and put it back in S4S or continue the rest of the tutorial. I'm concerned about finally getting it to the editor, and then finding I didn't do something to the uvs and have to go back. I set up my UVs in Zbrush, wouldn't importing them bring them into blender as well? I also had a material assigned and was wondering if I need to assign that material before save, regardless of the uvs
btw thank you so much for getting back to me so quickly! I've been getting closer and closer to the end but I feel like there's a bunch of boxes in the way. It's been a year since I've touched the 3D programs so its taking painstakingly long for such a simple object. The quick response really calmed my nerves about getting stuck
|
|
|
Post by MisterS on Sept 22, 2016 6:47:04 GMT -5
I know absolutely nothing about Zbrush, I have only ever looked at it before, I am not arty enough for it. I am not even sure how Zbrush interacts with Maya or Max, I just know it does but beyond that your guess is as good as mine.
|
|
|
Post by misstex89 on Sept 22, 2016 12:27:31 GMT -5
Ok, I've got the necklace on the model in blender...trying to unwrap the uvs...and they're black. what? and after I joined the chain to the pendant, shouldn't they have uv's on the same uv map? Watching tutorials to find an answer, if anyone knows what the problem is I'd be very appreciative
|
|
|
Post by misstex89 on Sept 22, 2016 12:46:32 GMT -5
ok i found the other two uvs on different layers, but my object that I unwrapped seams to still be one solid piece. Isn't there a way to put it into wireframe?
|
|
|
Post by misstex89 on Sept 22, 2016 13:45:10 GMT -5
Ok I need to backtrack. How do I get a ready file in zbrush, all the maps ready and such, into blender and ready for the sims 4? That's the last solid checkpoint I've been at. Maybe someone can at least point me in the right direction
|
|
|
Post by ThePinkPanther83 on Sept 23, 2016 12:35:20 GMT -5
I keep hoping someone would address your comment on importing/exporting mesh in and out of S4S on a mac as I happen to be stuck on the same problem, it looks like the option just isn't there, and for some reason I'm having issues with my windows that won't allow me to use S4S properly so I was really counting on the mac version to allow me to work on CC. :'(
|
|
|
Post by MisterS on Sept 24, 2016 11:21:09 GMT -5
misstex89 The uv's have to be the same name before join them, name them both uv_0 In Blender Z will put it wire frame, or click the little round icon next to the object/edit mode button and a little drop down will pop up The third one I have no idea, I always assumed with z brush you export it back int Maya or whatever first ThePinkPanther83 Make a new thread with your issue, its hard answering two ppl at once
|
|
|
Post by misstex89 on Sept 25, 2016 13:36:03 GMT -5
SOOOOO CLOOOOOSE... Finally got the mesh to import and it seems that the charm and the necklace are still two different objects even though I joined them like the tutorial said. (EDIT) ok I guess I never joined them in this file...when I do the texture from the shell goes on the necklace. How do I keep each objects texture to their own objects when I join?
Still having issues, but I will say to all mac users, that until they update the mac version to export meshes, I would go ahead and start making your stuff. You will just have to run it through/place it/save it in blender to get it to import to the studio.
Maybe we can get a thread going for PC users willing to convert finished .obj files from mac users into the game.
|
|
|
Post by misstex89 on Sept 25, 2016 15:28:07 GMT -5
So tired...the worst is looking up all these tutorials and the buttons aren't the same so I get stuck again. Tried looking on a site about baking the textures... can't find the buttons this guy keeps using. I'll try one more thing to see if it works. I'm taking the two textures into photoshop and combining the pictures and then trying to place them correctly after joining the objects.
|
|
|
Post by orangemittens on Sept 25, 2016 16:33:51 GMT -5
Hi misstex89, which tutorial are you using? There are several tutorials that are on topic for the steps you're trying to perform in the tutorial section here. If you're using Studio baking, for example, is straightforward and does not use the usual means.
Hi ThePinkPanther83, Sims 4 Studio for Mac does not yet have the option to import/export meshes. This feature will be added at some point but it is not there yet.
|
|
|
Post by misstex89 on Sept 25, 2016 16:51:07 GMT -5
I've been trying to follow the earring tutorial, beginners mesh, but have been coming up with one issue after another because my mesh has texture and was imported into the necklace file (i'm using a necklace instead of the earrings). I finally got the textures on the same map using texture atlas. I referenced this video: and everything was perfect until I baked the textures....I have artifacts on my shell. Is there a button I need to click somewhere to get rid of this? (also I tried to turn down the diffuse in between screenshots which is why the bottom is darker....) Before: After:
|
|