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Post by orangemittens on Feb 26, 2015 20:05:08 GMT -5
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Post by maya on Feb 26, 2015 21:18:07 GMT -5
orangemittens thank you very much I owe much of this happy happy giddy giddy excitiiiing ( verb1. to feel excited to the point of disorientation. ) daily past time to this site (sims4 studio.com), to you, to the helpful staff and members here and to your Flora program and to GOD most of all. and since you like the wicker loveseat ...I'm inspired to do a set and upload them. Thank you for making us happy simmers.
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Post by maya on Feb 26, 2015 23:07:55 GMT -5
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Post by maya on Feb 27, 2015 11:09:38 GMT -5
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Post by ajOya on Feb 28, 2015 0:27:31 GMT -5
You are on a roll maya! I admire your creativity. I really love your "keep out" door, your bassinet, and your towel wrap. Would you mind if I made some recolors of that towel?
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Post by maya on Feb 28, 2015 9:07:35 GMT -5
ajoyathank you I'm glad you like my work No I don't mind at all go ahead do some recolors of the towel wrap. enjoy (and share it with us ok?)
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Post by maya on Feb 28, 2015 9:09:27 GMT -5
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Post by orangemittens on Feb 28, 2015 15:17:23 GMT -5
It's super cute Maya!
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Post by maya on Feb 28, 2015 18:44:49 GMT -5
orangemittens thank you very much!
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Post by maya on Mar 1, 2015 4:13:45 GMT -5
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Post by ajOya on Mar 1, 2015 14:32:01 GMT -5
I really enjoy seeing your progress. Great Job. You're a perfect tutorial writer with visuals too! ♥
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Post by maya on Mar 1, 2015 17:55:18 GMT -5
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Post by maya on Mar 1, 2015 21:11:21 GMT -5
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Post by maya on Mar 2, 2015 10:49:46 GMT -5
My Lavender Cardigan was rejected by TS4: REASON: Sims 3 - SIMS 4 - CLOTHING Normal Map not updated "Your creation has been rejected because we see lines from the original normal map on the creation. Please check that you have updated the normal map or make sure you are choosing a creation to clone similar to your design (straps, buckles, etc). The normal map can be found in the materials of each group, under the Mesh tab in TSR Workshop. Please make sure to update the normal map for each group in each of the Levels of Detail (Ultra High, High, Medium and Low). After importing it the first time, you can make use of the browse function in the image editor to re-use the same normal map again, instead of importing the same texture again." QUESTION: ERR...WHAT DOES IT MEAN???
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Post by orangemittens on Mar 2, 2015 11:19:04 GMT -5
The normal map is an additional map done in greyscale that, when combined in the game with the diffuse image you put your cardigan texture on, helps to increase the illusion that the garment details are 3D. Sims 4 Studio has two choices when working with CAS items: 1. Recoloring and 2. Creating a new mesh. For most recoloring purposes using the Recoloring feature is sufficient and it makes your .package leaner to do the recolor this way so it's better to do it that way if you can. To me, your project looks fine as a simple recolor and I think it's kind of ridiculous that your item was rejected. That said, you have added intricate detailing (and it looks beautiful) where there was none before. You can increase the realism of that detailing through the use of a bump map (aka normal map). EA has included the normal map in the GEOM resource. This resource is the mesh itself and, for simple recolors Studio does not pull the meshes into the .package because this it is unnecessary .package bloat to include meshes in a recolor unless you specifically need the bump map for your project in which case there is no avoiding the bloat because of how EA constructed the .package. The solution is to reclone the same exact cardigan you used the first time using the Create 3D mesh button instead of the recolor button. Import your images as usual. You will see a Meshes tab that wasn't present when you chose to do this as a Recolor but you can ignore that because you aren't planning on changing the mesh. After you have imported your textures click the Warehouse tab. Scroll through the images until you find a greyscale one. This is the one you need to edit to make your bump. You will want to make your bump the same size and you will want it to be based on your diffuse image. I don't use Photoshop but I found this video tutorial that looks like it should do the trick to show you how to do this: Follow that and where he saves it as a .targa you will save it as a .dds. Then import that .dds back into the Warehouse to overwrite the EA bump. If you continue to watch the tutorial after that save step you will see him import his targa into Maya where he has a model already displaying his diffuse. He loads the bump in and renders the model which is what the game will do with your bump. He will show what the model looks like without a bump and the improvement in appearance when rendered with the bump. This should give you an idea of what you're aiming for in terms of appearance. I hope this helps but if it isn't enough information please open a thread in the Creator Help section so your lovely work on the cardigan isn't in vain.
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