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Post by eronoel on Apr 19, 2016 20:07:15 GMT -5
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Post by eronoel on Apr 19, 2016 14:57:21 GMT -5
Sorry xquiller44 I can't see the picture you posted :( It looks like the link is broken (at least for me)
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Post by eronoel on Apr 19, 2016 14:56:21 GMT -5
Sorry dreamteam... I haven't encountered that shadow problem yet, but now I get what you were saying - you want them to look like one continuous piece and not look like there is a differing shadow? I am afraid I will have to leave that to a more experienced simmer. Although if I find the tutorial for it; I'll send it your way
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Post by eronoel on Apr 19, 2016 14:53:25 GMT -5
Welcome Limarie! I like your forum name limalimarie! Look forward to seeing some poses
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Post by eronoel on Apr 18, 2016 22:29:27 GMT -5
Just a quick mini-project that I did. Hope you enjoy Pretty much, what you see is what you get. Costs 122 in game. Categorized as picture. If you want more info, ask in the comments. No further preview pictures on my tumblr today. #miniproject #decor #picture
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Post by eronoel on Apr 18, 2016 20:32:13 GMT -5
I am not 100% sure, but I think that the blurring is just the game mechanics. I see that in a lot of things in my game when you view them kind of from the side (so straight on they look clear, but at an angle they are blurry), especially things with lots of details. If it is blurry when you look at it straight on that could be another thing like maybe you need to make its portion of the UV map larger or maybe make sure that it is projected nicely on the uv map because that can provide distortion too.
As for the shadow, not sure what you mean by "that shadow problem" - can you provide a little more detail and I'll try to point you in a shadowy direction.
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Post by eronoel on Apr 17, 2016 20:15:18 GMT -5
Yep, just mapping it correctly. Without seeing the mesh though I can't really tell what is going on, although it seems like you might have done lots of seams and if that is the case, you didn't line them up well enough...can you post the .package?
Unwrapping a cylinder can be tricky at first but I found that if you just to the top edge, the bottom edge and then one (or two) cuts vertically, it usually comes over pretty nice - should look like a rectangle
(although I know it isn't what you intended, the jagged logo does look kinda neat)
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Post by eronoel on Apr 16, 2016 23:54:23 GMT -5
Awesome! I am glad it worked out. I like the mirrored effect (of the mirror...ha..ha...er..). I would download it if you posted it! I figured not seeing the UV option was probably because you were in the object mode; I had that exact problem when I first started learning blender
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Post by eronoel on Apr 16, 2016 20:59:02 GMT -5
The only thing I can see, and it might not make a difference depending on your texture, is that a few of your peices look like they got mapped a tad crooked (sometimes blender just projects weird). You can just move those in the right place by hand in your uv map part of blender, but that would only matter if you had like text there or something.
I mean you want to keep in mind that depending on the poly and its size; you might not be able to see much detail in game so the fact that a few little lines of your uv map are a little off might not make a lot of difference.
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Post by eronoel on Apr 16, 2016 20:07:09 GMT -5
I am not quite sure what the problem is; the uv map looks quiet reasonable to me. Are you having a particular problem when texturing it? As for the high number of polyies - you could decimate it (see this tutorial) or, if you were remaking it, make your cylinder that you started with (I am guessing it was a cylinder) have fewer sides. Although the decimate should do pretty well. If you don't like how it decimates, you could also try merging some of the vertices by hand.
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Post by eronoel on Apr 16, 2016 19:55:02 GMT -5
Thank you orangemittens! I knew there had to be something here; I just wasn't sure what it was called
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Post by eronoel on Apr 16, 2016 12:26:24 GMT -5
Hi ayradyss Not sure if this is helpful at all since I am not entirely sure what you are talking about...but it sounds like you want it right to left, right? In blender, you should be able to just flip the mesh go into edit mode-select all- and then type "s x - 1" (no spaces), that should flip the object (I think, it might be one of the other axis but you could test it out). You might have to recaculate normals (which is on the uv menu). You shouldn't have to do anything with the UV map at all, since it will stay mapped the way it is and then load the new mesh into Studio, you wouldn't even have to touch the texture. I haven't done it before, but this is how I would approach it. Also, if you don't see the UV menu, make sure you are in edit mode - it doesn't show up in object mode
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Post by eronoel on Apr 16, 2016 12:17:47 GMT -5
fufu508 thanks for the feedback! So I want to make some table decorations and make it so that it doesn't obstruct anything or anyone. Basically it just sits there and looks pretty; but like if a sim wanted to eat a meal, they would just plop down with their plate and eat (and not say, complain that there is something in their way). Would you remove the footprint? Or is there a setting that you can put in on the studio. I feel like I used to know this but I can't seem to remember. Is there a tutorial for this? Not sure if this is the right forum, but I honestly am not even sure what it is called that I am looking for (and I don't have a specific project yet, just starting one). I don't even know what terms to search for, so I haven't poked around the forums a lot. Thanks in advance!
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Post by eronoel on Apr 14, 2016 17:08:51 GMT -5
Welcome Bearbear! I second what withsimlove said, you have come to the right place. I have found this forum to be very helpful and friendly even to the very beginner.
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Post by eronoel on Apr 12, 2016 19:49:40 GMT -5
Welcome Matheus, welcome to the forum. I am also a beginner but the people here are very helpful!
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