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Post by cursedbeasts on Dec 2, 2017 8:17:30 GMT -5
A set of meshes I've been sitting on for months, if anyone saw my screenshot thread I posted a preview there and then just couldn't bring myself to sit down and work on them more. Those aren't a conversion from SWTOR but they are based on the Sith Pureblood species from that game. All the meshes have been made from scratch by me. They can be found in eyebrows, have custom icons, are disabled for random, and are unisex. The meshes have all LODs, an edited UV_1, and vertex painting. They scale with the facial features of the sim, and as such might look weird and crumpled with some slider extremes. this is something I can't really do anything about yet. There are 20 different variations for now, but I will probably be making more at some point in the future. SWATCHES (as a link because the image is big)#alien #spikes #sith #sith pureblood #star wars #swtor #sci #demon
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Post by cursedbeasts on Dec 2, 2017 7:35:01 GMT -5
The link should be fixed now, sorry!
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Post by cursedbeasts on Dec 2, 2017 7:30:31 GMT -5
just a bunch of orange and purplish skin tones I made for my characters and to mess around in Skininator. There are like 19 swatches, mostly orange and purplish ones. They have been run through s4s disable for random fix but they still might show up on townies. Also makeup may show up in weird ways idk. #skintone #falien #demon #scifi #sith #star wars #swtor
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Post by cursedbeasts on Dec 2, 2017 7:21:37 GMT -5
Just a hair I made for the sim of an SWTOR character.
It's an edit of a base-game hair, comes in all maxis colors + 5 or 6 additional colors. I don't think it's the kind of hair that would work in neon colors, and also I was honestly feeling lazy so I just did black, white, cyan-black, ash blonde, and bright orange.
Custom icon, only enabled for masculine frame, disabled for random, teen-elder. #mm #hair #MM hair #BGC #mesh edit #clay hair #male hair #short hair
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Post by cursedbeasts on Dec 2, 2017 7:14:56 GMT -5
A bunch of hand-drawn skin overlays I use on my Pureblood characters.
There are 5 swatches: 4 with the face overlays shown above, and one with the body ridges only.
Disabled for random, toddler-elder, custom icon.
#star wars #Swtor #Falien #scifi #skin detail #skin overlay
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Post by cursedbeasts on Dec 2, 2017 7:10:06 GMT -5
Again, sorry for being really inactive, I've been devoured by Tumblr again and mostly posted there.
However, Tumblr seems to have been partially blocked or something, so I will probably try to post more of the stuff I've made here as a backup, or even use this forum as my primary sharing medium from now on.
Anyway, this is a small edit of the BG oracle coat. I edited the sleeves to be longer and more pointy, and edited the texture, specular, and normal maps to add the shiny trims.
It's something I've made for my characters, so it doesn't have a lot of swatches. One of them has some textures pulled from SWTOR that I blended with the coat.
It's enabled for both frames though for the guys you'll have to uncheck "masculine" for it to show up.
Custom icon, disabled for random, teen-elder.
#MM #clothes #MM clothes #coat #outfit #MM outfit #royal #sci-fi #maxis match
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Post by cursedbeasts on Nov 16, 2017 14:02:56 GMT -5
Hi! Have you tried removing doubles? Doubles basically means there are two points in the same spot, and the parts of the mesh that look connected aren't actually connected, and it might cause the weird lights. (the link goes to a video explaining how to remove doubles) In Blender, go into Edit Mode, press A 1 or 2 times to select your entire mesh, and then in the menu on the left of the screen where you have a mesh, scroll down to see the "Remove Doubles" button.
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Post by cursedbeasts on Nov 13, 2017 4:30:51 GMT -5
Hi! Sorry for the late reply! Well, you can download any of the ones in this folder hereThey all have the bump set to blank and I think it's a mesh problem or something cause when I tried to remake them with another mesh as a base, they still had those issues. EDIT: I put a wrong link there, sorry!
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Post by cursedbeasts on Oct 30, 2017 11:32:48 GMT -5
I hope it's okay to have 2 posts in a row since my last post was quite some time ago.
I tried 4 kinds of normal maps and for some reason none of them work. I tried: rectangular normal map like it was suggested, both 1024x2048 and 512x1024, and a square normal map, 1024x1024 and 512x512.
I'll probably try to clone a different mesh altogether and\or see how other hat items have their normal maps made.
EDIT: i tried a few different normal map sizes, and cloning from a different mesh (the grim reaper hood) and it still doesn't work.
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Post by cursedbeasts on Oct 10, 2017 3:12:32 GMT -5
Hello!
Thank you for the quick response!
Should the vertex painting be green all over? Looking at Maxis clothing items, they are partially green, partially yellow, and green seems to be the 'skintight' color and yellow is the one that isn't affected by the sliders.
The UV_1 is a little messy because I used a data transfer modifier to make it, and used the Princess Leia robe as the source. I read in a thread here on s4s that UV_1 makes things explode if they are above a certain polycount though. I don't remember what thread it was though.
I'm remaking the package, using a different base item and also taking your notes into account. It has more cuts\groups and I can split the mesh up a little.
I will probably edit this post with the results.
EDIT: I'm not sure what I did but somewhere between using a different shade of green for vertex painting, cloning the mesh, and adjusting the weight painting and UV_1 the problem just disappeared as mysteriously as it appeared.
I'm sorry that I can't really provide more information for those who encounter a similar problem.
Also an additional note about vertex painting: it appears that YELLOW is actually the color that makes the clothing item change size with sliders, while green has the opposite effect.
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Post by cursedbeasts on Oct 9, 2017 17:57:06 GMT -5
I was trying to convert an outfit from another game, sort of following Winglysimmer's video tutorial, but it just makes the entire sim disappear in CAS, and the outfit's icon is bunch of exploded pixels\textures\triangles. here's what is looks like in CAS: imgur.com/hdTpkUhHere's what it's supposed to look like: imgur.com/IpaxaKTI have probably tried everything and did everything I can think of: Created a brand new UV_1 (it exploded), deleted UV_1 (still exploded), created UV_1 again (you guessed it - still exploded), made sure the vertices don't have a ton of weight groups assigned to them. I did a weight transfer. I did vertex painting. I cloned an item that only had 1 group so I wouldn't have to split it all up every time (basically a nude full-body mesh). Could it be that the outfit is too high poly for TS4 to handle properly? It's almost 9000 vertices and a bit over 13000 polys in LOD0. I don't really know what to do with it anymore. Here's the package file and the latest .blend file: packageblend
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Post by cursedbeasts on Sept 15, 2017 16:56:37 GMT -5
I will try, I just was referencing Maxis normal maps and they seem to be square.
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Post by cursedbeasts on Sept 12, 2017 16:42:37 GMT -5
I have made several items that all have the same kind of textures and bump\normal maps but after the update it appears like the bump is too small for the object and now appears on the forehead. here's an image. It's kind of faint but you can see the normal map being misplaced and entirely too small. The mask worked fine before the update, even though it didn't show the normal map at all. I tried to make the bump map bigger and sized it up from 512 x 512 to 1024 x 1024 but it didn't help. For comparison, a hairstyle that I converted from the same game as the mask, behaves fine and now displays the normal map properly (it didn't before the update). Is this a common problem? Here's the package file for a similar item with the same bump\texture\specular that has the same exact problem: mask
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Post by cursedbeasts on Aug 23, 2017 17:19:29 GMT -5
Hello! I know it's probably really specific but I would love to see some alternative to the scroll wheel when zooming in or out on the preview model. I think a way to go around it would be keyboard shortcuts? Like ctrl and + to zoom in and ctrl and - to zoom out... I and others who for whatever reason can't use or don't have a scroll wheel on their mice would appreciate such a feature very much
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Post by cursedbeasts on Aug 23, 2017 17:12:11 GMT -5
You don't need a blender file for eyeshadow because it doesn't have a mesh
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