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Post by missnanami99 on Oct 13, 2020 19:07:50 GMT -5
I want to make a beret with some rings in it, so I extracted the mesh from an EA accessory and i just made the rings. I'm currently following a tutorial from youtube how to make earrings and i made the steps that i think i was missing but i'm stuck in the texture part: the rings are made of metal and the beret is another type of texture, so how can i make 2 different textures in the same object? This is the video i'm following and this is where i am now
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Post by Feyona on Oct 13, 2020 21:55:23 GMT -5
All textures are mapped on the same map, so if you are asking about how to add 2 different diffuse textures then it is not possible in The Sims 4. All metal textures are baked or hand-drawn and placed in dedicated spot on the uv map. The shine is control with specular maps.
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Post by solistair on Oct 14, 2020 1:32:03 GMT -5
You'll have to add the UV and texture of both items into the section of the UV map called HAT. As long as you make sure both the UV of the beret as well as the rings within that, you can then make them whatever texture you want, just like Feyona above me said! I usually export the UV into my editing program (I personally use photoshop) and do the textures over the UV like that.
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Post by Feyona on Oct 14, 2020 1:49:24 GMT -5
I just noticed almost 27K polys on the screenshot. This is insanely high for this type of mesh. It can and should be done within 5K max.
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Post by missnanami99 on Oct 14, 2020 7:49:52 GMT -5
You'll have to add the UV and texture of both items into the section of the UV map called HAT. As long as you make sure both the UV of the beret as well as the rings within that, you can then make them whatever texture you want, just like Feyona above me said! I usually export the UV into my editing program (I personally use photoshop) and do the textures over the UV like that. The rings and the hat are together should i separate them? because when i created the UV map the rings didn't show up at first, i had to put altogether for them to show up in the UV map.
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Post by missnanami99 on Oct 14, 2020 7:52:59 GMT -5
I just noticed almost 27K polys on the screenshot. This is insanely high for this type of mesh. It can and should be done within 5K max. Feyona thank you for your previous answer, about the polys i dont understand what polys is, where can i see those numbers and how to reduce them. Tried to look for this information but i found nothing about it, could you please explain me?
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Post by mauvemorn on Oct 14, 2020 11:40:26 GMT -5
Hi. If you were to connect two vertices, you'd create an edge. To make a plane, you'd need at least 3 vertices. 3 vertices connected with edges would make a triangle. If you have a face between 4 vertices, it's a quad. If there's more vertices, it's an n-gon. I'm not sure how to explain it, but basically you can place 4 or more vertices in space whichever way you'd want and still create surface, but game would nor know how to shade it. For this reason all games use triangulated meshes because the surface between 3 vertices is always flat no matter where in space they are. When you import a mesh in s4s, it splits the mesh into triangles. If you were to look at the image you shared, at the very top you'd see Tris: 26788. This is the polycount (polygon - flat shape, polycount - number of polygons) of the selected object. If you were to check the polycount of maxis meshes, you'd see they rarely go past 10k and that is for full-body outfit or hair. The sims 4 is not meant to work with high poly meshes, which is why each of them can slow down the loading process or even crash the game. You should always be consious of the polycount of your items and try to make it as low as possible while preserving the necessary details.
About uvs, despite the fact that all CAS items have unique textures, they all share the same uv space. If you were to put hat's uvs in the space meant for bottoms, the hat's textures will be projected onto bottoms and so on. You need to cram both rings and a beret into the same space meant for hats, without making them separate items.
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Post by missnanami99 on Oct 14, 2020 11:48:45 GMT -5
mauvemorn thank you for your explanation it was very clear. I will put in practice everyones advices.
Just one last question: is there any specific recommended number of polys for accessories?
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Post by mauvemorn on Oct 14, 2020 15:17:47 GMT -5
There is not but the idea is to go as low as you can without loosing details or messing up shading. Your beret can be made of 5k as Feyona said
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