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Post by Zelrish on Jun 14, 2018 2:18:45 GMT -5
@wj you are probably right. I never checked to this extend. And never with objects in the first place as my own experience is focused on CAS. all I ever needed was to recognize the part with the main thumbnail which is created without clicking anything. I never needed any other thumbnails as the swatches colours were enough. But ok, good to know. Thanks for the heads up.
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Post by Zelrish on Jun 12, 2018 10:20:40 GMT -5
Nice, will have to as well. Didn't have much time to do anything with the game lately. but thanks for the confirmation.
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Post by Zelrish on Jun 12, 2018 8:37:07 GMT -5
You don't even need to click on anything. The game will automatically generate a thumbnail for items that don't have one. Will first be empty and then load a thumbnail. So yeah, as Luv said, you just gotta start the game
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Post by Zelrish on Jun 12, 2018 1:46:42 GMT -5
I would recommend you to save your file again from a blender 2.70 version as it is (yes old but) the most compatible version with Studio. Might help.
Having the add on installed or not in blender should not really impact that (at least the tools one) not 100% sure about the library one but it should be ok. I created some content with no export issue in a blender version where the pluggins didn't want to be installed.
Do you have this issue with this pose only or all the latest ones you created ? What's the difference between now and when it worked ? Updated studio ? Blender ? windows ?
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Post by Zelrish on Jun 11, 2018 3:42:44 GMT -5
Hey there,
I tried it and could import without issue on my side. Try adding the pose to another existing package for sake of testing maybe.
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Post by Zelrish on Jun 11, 2018 3:04:42 GMT -5
I don't get the issue anymore. Is it that you cannot join or that your "black shirt hence the uv map" disappears ? Cause it never disappeared. It was just that when you originally joined the meshes you were in object mod. Cannot see the uv map in object mod, only in edit mod. And as you uv map were probably not named properly, you ended up with 3 uv_maps on your object.
The right thing to do here is to follow Inabadromance's advices. (And probably look at a tutorial on how to mesh clothes.) Also once again, sharing the blend will be helpful for further assistance
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Post by Zelrish on Jun 11, 2018 2:13:06 GMT -5
Hi zozothebritDid you check your bumpmap btw? Cause this over-lit thumbnail is kinda typical from a bumpmap with a white alpha (now that I know about this issue)(the dds plugin from photoshop tends to not save the alpha for whatever reason.)
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Post by Zelrish on Jun 6, 2018 4:30:40 GMT -5
Good to know.
Was it the uv_1 as guessed?
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Post by Zelrish on Jun 5, 2018 10:36:24 GMT -5
Hello there, I doubt you will successfully be able to achieve the same level of detail as from GTA. The reason why is as you mentioned the big difference in how the different body parts/clothes are textured and uv mapped The sims 4 has only one texture size 1024x2048 and the game uses different separated spaces of this texture to map different part of the outfits as shown on the template hereThere is also a sort layer parameter that said what texture will be applied on top of which one. The reason is that some texture overlap. For example the skin is the first to be applied and although clothes are mapped on the same spot as the sims' skin they don't end up under the skin texture because of this sort layer. So the main issue you would face is that you need to remap all the uv map to put them in their appropriate "slot" on the texture template and same needs to be done for textures. PS: also keep in mind that you cannot go and release your "creations" afterwards as they are made with copyrighted items/textures which are not freely redistributable.
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Post by Zelrish on Jun 5, 2018 10:21:37 GMT -5
Hi LauraYou might wanna have a look at the uv 1 in this particular area. There is probably some vertices that should be snapped together there. Sharing your blend would help pinpointing the issue as well.
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Post by Zelrish on Jun 5, 2018 10:17:01 GMT -5
By creating a dancing animation in blender and importing it into the game. I guess you could either replace an existing one or simply use it as an animated pose through the pose player (like that you don't mess up anything and it is simpler to make). You should probably start with this tutorial about posing and then evolve the pose into an animation by having more frames etc and editing the pose accordingly on the different frames. It is an interesting process as blender is calculating the movements itself, but it is a learning process.
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Post by Zelrish on Jun 5, 2018 10:13:14 GMT -5
Won't you end up with the feet of the sim inside the ground if you lower the seating slots? (I mean lower than their normal level)
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Post by Zelrish on Jun 4, 2018 9:51:15 GMT -5
I am really curious about how it is gonna be in the end. It really makes me want to deepen my knowledge of the software so I guess it is a good thing
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Post by Zelrish on Jun 4, 2018 9:48:40 GMT -5
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Post by Zelrish on Jun 4, 2018 9:09:50 GMT -5
Hey I got the same one.
I should investigate it someday as I didn't so far. Will update here when I do (was too lazy so far and it was not very impacting) Probably an update again for 4 collumns)
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