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Post by penelope on Mar 17, 2015 13:21:23 GMT -5
hope you're about to show the scrible ...hehehe
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Post by tonya1026 on Mar 20, 2015 23:20:35 GMT -5
I followed this tutorial completely and was able to make my very first custom content. First I want to say thank you for taking the time to show us new creators step by step. Also I was wondering if this is basically the way to do any object? Im interested in making everything from new bedroom suits, lamps, kitchen items, clothing, and even hair. The only thing Im not interested in is Poses. So what Im asking is this the basic steps to making ANY type of object? Thanks for everything!
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Post by orangemittens on Mar 21, 2015 2:01:32 GMT -5
I'm really glad to hear the tutorial was helpful for you The item in this tutorial is a very straightforward item but the steps you used to create it are the same that you would use to make something more complex. There are additional features Blender has that make creating more complicated things easier and I plan to detail some of the more useful features in the future. In terms of creating the mesh, just the Blender part, there are also loads of excellent tutorials written by people in the Blender community that show how to make just about anything. I learned everything I know about Blender from online tutorials and manuals. The steps that are specific to Sims 4 vary from one kind of thing to the next. The biggest difference lies between CAS items and objects. If you're interested in CAS items I've written a start to finish accessory tutorial that can get you started with that. Even among objects there are differences in how EA made the item and these differences make creating something like a lamp different than creating a table or kitchen décor item. The difference is more in terms of additional steps for some things rather than being different basic steps though. This tutorial covers the basic steps that you can use to start creating anything. Some things may need additional steps. If you start a project and run into questions you're welcome to ask them in the Creator Help section if there isn't a tutorial specific to what you need to know.
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Post by uvi on Apr 6, 2015 9:45:49 GMT -5
Hi, at first I want to thank you for sharing tutorials (especially this, cuz I want to create buy mode objects) . But I feel like I need one more lesson from you. Can you make another object tutorial in the future (like cupboard or bed) ? PS: Sorry for my grammatical errors . I'm Polish
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Post by orangemittens on Apr 6, 2015 10:19:55 GMT -5
Hi uvi, I will do my best to get another tutorial on object creation out.
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Post by VonNdaSun on Apr 12, 2015 12:24:41 GMT -5
Thank you so much for the great tutorial!!! I think I followed the instructions, but my shadow looks awful unless I have a light glaring on in 1 tile away. I made the picture mesh a little more detailed, with the frame thicker than the part with the art, could that be the problem? If so, how do I fix it? Thanks again for your help!
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Post by orangemittens on Apr 12, 2015 12:34:06 GMT -5
Making the frame thicker like that shouldn't cause any trouble with the shadow. If you post it I can take a look at it.
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Post by VonNdaSun on Apr 12, 2015 15:23:27 GMT -5
Thanks OM! I modified the shadow mesh to just be six faces before I saw your response, but I still have the same result. Here's the file: My ugly mesh
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Post by orangemittens on Apr 12, 2015 16:02:11 GMT -5
Hi VonNdaSun, I looked at the painting and I can't see anything you did that should cause this odd shadow that you're getting. I think the problem might be related to a similar but opposite problem two other people reported with their painting where they had a shifting bright light showing on the image for no apparent reason. I'm convinced this is a bug and it's under investigation.
For some reason exporting the mesh and then reimporting it as-is seems to fix that problem. I tried the same thing with yours, the shadow went away, and the painting looks fine to me now. I think if you export the high LOD and then immediately reimport it you will get the same good result that I just got. Obviously, this workaround is not desirable and at some point Studio will be updated to fix this problem. Other than that the only other thing I can see is that the specular might look better if you used a blank (solid black on an alpha). This is not what is causing the shadow but it will cause unwanted shininess in areas of your painting.
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Post by VonNdaSun on Apr 13, 2015 20:59:12 GMT -5
Thanks OM, I'll give it a try!
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Post by marmy on May 8, 2015 20:55:41 GMT -5
I am having problems at step 130 and I have no idea what I've done wrong. Here's the error message:
NEVERMIND!! I fixed it! I read back on the board some and found the problem and it imports perfectly now.
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Post by orangemittens on May 9, 2015 8:26:51 GMT -5
Excellent marmy...I'm glad you got it working
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Post by marmy on May 9, 2015 13:30:00 GMT -5
I am trying to make a stand alone rug and I get stuck at step 130 and here is the error message:
System.AggregateException: One or more errors occurred. ---> S4Studio.Blender.BlenderException: Traceback (most recent call last): File "<string>", line 1, in <module> File "<string>", line 12, in <module> File "C:\Users\Marsha\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\buybuild\blender.py", line 246, in save_lod save_mesh(blender_mesh, new_mesh) File "C:\Users\Marsha\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\buybuild\blender.py", line 150, in save_mesh sim_mesh_data = collect_mesh_data(blender_mesh) File "C:\Users\Marsha\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\blender\__init__.py", line 173, in collect_mesh_data mesh_data.calc_tangents() RuntimeError: Error: Tangent space computation needs an UVMap, "(null)" not found, aborting
at S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 238 at S4Studio.Blender.BlenderUtilities.ImportMlod(String fileName, String mlod, String rig) in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 448 at S4Studio.ViewModels.ObjectLodItem.<>c__DisplayClass13.<ImportMesh>b__10() in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio\ViewModels\Objects\ObjectLodItem.cs:line 403 at S4Studio.LoadingScreen.<>c__DisplayClass2.<Show>b__0() in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio\UI\LoadingScreen.xaml.cs:line 39 at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at S4Studio.LoadingScreen.<>c__DisplayClass2.<Show>b__1() in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio\UI\LoadingScreen.xaml.cs:line 48 at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler) ---> (Inner Exception #0) S4Studio.Blender.BlenderException: Traceback (most recent call last): File "<string>", line 1, in <module> File "<string>", line 12, in <module> File "C:\Users\Marsha\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\buybuild\blender.py", line 246, in save_lod save_mesh(blender_mesh, new_mesh) File "C:\Users\Marsha\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\buybuild\blender.py", line 150, in save_mesh sim_mesh_data = collect_mesh_data(blender_mesh) File "C:\Users\Marsha\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\blender\__init__.py", line 173, in collect_mesh_data mesh_data.calc_tangents() RuntimeError: Error: Tangent space computation needs an UVMap, "(null)" not found, aborting
at S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 238 at S4Studio.Blender.BlenderUtilities.ImportMlod(String fileName, String mlod, String rig) in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 448 at S4Studio.ViewModels.ObjectLodItem.<>c__DisplayClass13.<ImportMesh>b__10() in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio\ViewModels\Objects\ObjectLodItem.cs:line 403 at S4Studio.LoadingScreen.<>c__DisplayClass2.<Show>b__0() in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio\UI\LoadingScreen.xaml.cs:line 39 at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute()<---
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Post by orangemittens on May 9, 2015 14:13:03 GMT -5
Hi marmy. Studio is telling you that one or more of your meshes lacks a UV map. I covered that in this part of the tutorial: www.sims4studio.com/thread/871/finish-object-tutorial-absolute-beginnersSince you're making a rug I'm guessing it is a flat plane instead of starting from a box. If that's the case you won't need to snap seams and you can go straight to Unwrapping. Be sure to select all of the vertices in your rug before hitting the Unwrap button. You will see a square show up on the left side of the screen. That is the UV map for your rug. Until you unwrap the mesh it will have the entire mesh mapped on a sort of null vertex in the lower left corner of the map area. Studio won't accept a single vertex to stand for the entire mesh.
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Post by marmy on May 9, 2015 15:42:35 GMT -5
Thank you so much, Ms. Mittens! I got it to work and my rug looks wonderful!
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