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Post by fursims on Oct 10, 2016 11:33:12 GMT -5
I have textured my couch like this in blender: In the picture up, outlined red = how i used two different textures to make my couch (i choose this way, so i was able to scale the fabric on the couch into smaller pixels) Outlined blue = to show you the two different textures: metal & fabric. I have unwrapped parts on my UV map without texture, because of this method. Now for the picture below, in S4S it requires the texture to be done in UV mapping WITH texture, but i dont know how to do that with the way i textured my couch. adult photo sharingI hope its clear that i cant edit my UV map in photoshop, cause it messes up the pixels from my texture and i cant scale it.
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Post by orangemittens on Oct 10, 2016 12:19:41 GMT -5
Sims 4 Studio only requires the images the game requires. The game needs a diffuse image to apply to the mesh. What image you give it and what editor you make it with is up to you. If you choose not to import a diffuse image that is made to go with the mesh you will get something that probably doesn't look how you want it to. My suggestion is to export the UV map to your 2D editor and make a diffuse image to import into the .package. There is a tutorial HERE that shows how to do that.
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Post by fursims on Oct 10, 2016 12:52:25 GMT -5
I know that normally you can just export the UV map and edit in photoshop, but as i stated above in this way the pixels weren't looking right on the 3D model. To fix this, i had to scale the UV map and texture on it which led to weird small uv maps spread all over my couch. I think i need advice on a way to scale the texture that i want and not the whole uv map created in photoshop. Hope its more clear now. Thanks for you help though
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Post by inabadromance on Oct 10, 2016 14:27:31 GMT -5
hi! I'm not really sure if i'm understanding what's being discussed here. The UV accomodates itself acording to the texture you import, both blender and s4studio. Just pick a determined 4x4 texture size (512x512 for example). Go to the uv window, image / new, put the size of the texture and you'll have a black image. From there export the uv map and overlay the image with an exact match that has the same resolution of the uv. from there do your texture, or bake in blender.
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Post by fursims on Oct 10, 2016 17:23:52 GMT -5
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Post by orangemittens on Oct 10, 2016 19:02:27 GMT -5
It's unclear to me what you are using the node editor for. That is used to create materials for use with the Cycles render engine not to create a 3D UV-mapped mesh that can be used in another application like Sims 4. Sims 4 has its own render engine and it requires images as have been described in the tutorials in the Build/Buy and CAS/Pose tutorials sections. Those tutorials go over the steps needed to create and map a mesh and how to make texture images for your new item.
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Post by inabadromance on Oct 10, 2016 19:17:14 GMT -5
There's no need to use any complex nod configuration as orangemittens has stated on here, and in the tutorials. But if you're still unsure what to do, here's a quick video about it. The only process you should be looking at is the export of the uv to be used on photoshop and the edition of the texture. And that's the end of the mapping. After that, you can either import it on sims 4 studio or import it back to blender by going to image / replace image and loading your new texture.
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Post by fursims on Oct 14, 2016 14:58:42 GMT -5
yeah but again.. thats not the problem here. I know how to make textures with an uv map stated in the video and the tutorial on this website. The problem is the way how i do it and how that could work for the sims 4.
The texture i use is over 3000 pixels but still looks zoomed in on the object, so with the way the sims 4 requires an uv map, its not possible to scale it. Thats my experience till now.. not sure if there IS a way, but i need a way that my texture is not looking to much zoomed in. just dont know how.
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