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Post by Joey XD on Dec 7, 2015 20:49:00 GMT -5
I just wanna know how to create/mod a accessory that can put above the head of the sim character sample this one co'z i have this crazy idea instead of a halo accessory i want to create a '' GM '' title as accessory is this even possible for sims 4 studio?
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Post by orangemittens on Dec 7, 2015 21:18:53 GMT -5
Hi Joey XD, welcome to Studio forums. I think an accessory like that would be completely do-able. Blender is able to use text that you type in to make a 3D mesh so making the GM would not be difficult. Mapping it would be completely do-able with with a little learning on how to map. Because it is a head accessory that does not come anywhere near the Sim's body you would not need to make a second UV...you could simple remove the one the clone comes with. Vertex paint and weights would be easy for the same reason.
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Post by Joey XD on Dec 7, 2015 23:06:26 GMT -5
Hi admin ! thank you for the welcome. Oh my really! gosh can't wait to do that but can you please guide me or give me links on how to map? and how to remove the clone and the vertex paint and weights i have no idea on that sorry :D i just creating my cc on sims4 studio and photoshop, I've tried the blender to extend some hair but it stops there haha co'z i don't have a lot of vacant time so please guide me
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Post by orangemittens on Dec 7, 2015 23:14:41 GMT -5
My start to finish tutorial on how to make an object has instructions on how to split the seams and unwrap a simple object like letters. That is HERE. Vertex painting and weighting are also covered in tutorials in the CAS/Pose Tutorial section. Give the tuts a try and if you run into questions feel welcome to post them in the tutorial threads
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Post by Joey XD on Dec 8, 2015 0:16:19 GMT -5
Thank you I'm starting to read it 1 by 1 but can i ask if the one in the link above will also work and can be done when making a cas 3D mesh ? i mean same procedure? co'z its a lot to do co'z i just want to remove or add sample: the Hat/cap in male and can i just edit in blender and add the GM title above? or maybe male hair style i will pick one and edit it on blender and add the GM title above? is it possible? and change its location in studio to make a head or cap/hat accessory?
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Post by orangemittens on Dec 8, 2015 0:32:49 GMT -5
Yes. It doesn't matter whether you're mapping for CAS or objects...the process for both is the same.
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Post by Joey XD on Dec 8, 2015 1:26:06 GMT -5
thanks admin ahm what about this one just a plain hair top there's no clone in this one right? how can i input the text above the head so i can make the banner for it?
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Post by orangemittens on Dec 8, 2015 2:01:03 GMT -5
If you exported a mesh from Studio to Blender there is a clone. It looks like you've cloned a hair. Anything you make from that clone will replace the hair on the Sim. You would be better off cloning something that isn't a hair unless you want your item floating over the head of a bald Sim. You could Google how to input text and make a mesh out of your text. I did and I found this: LINK
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Post by Joey XD on Dec 8, 2015 5:51:35 GMT -5
Oh thank you for that I'll take note. also I've tried to use the hair and putted the title came up like this but it doesn't shows up in studio so i really do need to watch the link you provided and will not cloning a hair hehe
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Post by Joey XD on Dec 8, 2015 8:50:51 GMT -5
Update: hi admin so i watch the vid how to mesh i don't know if it is required to do the step of deleting the lines of the text ''? Co'z i did not do that step i just save the text when the convert mesh text is activated and save and import it to studio and did not pop out Also admin can you please do me big favor to make a sample in blender On how to accomplish my gm title idea co'z its making me nuts -_-"
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Post by orangemittens on Dec 8, 2015 16:09:39 GMT -5
It looks like you've got the letters made. Is the item mapped? If not you will need to map it...the tutorial I linked above goes over that. If the item isn't mapped Studio will not accept it and neither would the game. Did you change the cut number of your mesh so it matches the EA cut number? If you didn't Studio won't know that you want it to overwrite the EA mesh with your mesh and the import step won't make your mesh appear in the model viewer. You also need to assign the mesh's vertices to the head joint or else the item will not show up in the game.
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Post by Joey XD on Dec 8, 2015 18:41:24 GMT -5
Hi admin,
I do admit i'm skipping steps with this project and learned that don't skip and rush it and have patient on it,
So i will do your instructions.
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Post by Joey XD on Dec 8, 2015 21:25:17 GMT -5
admin i have questions: Coz today i start again and make a new one just the text this one 1st i was wondering if is it ok to do this text mesh without any clone from the studio? or should i get 1st one clone from the studio? 2nd this one the F icon disappear 3rd the mapped thing I'm having difficulties with the step 48 this one i cant find it on my blender 4th this one where can i find this and what is the exact number ? 5th this one is this the final step? if yes how can i assign it?
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Post by orangemittens on Dec 8, 2015 23:38:46 GMT -5
Hi Joey XD, you need to get a clone from Studio first so that you can get the cut number from it to give to your mesh. In thinking about your project I think using a hat as your clone might be a good choice because you probably don't want your Sim wearing the GM and a hat both at the same time anyway and both are items that should be weighted to the head. The cut number can be found here: I'm not sure what F icon you're referring to...could you explain that a little more? Edit Mode is a selection that is on the same list as Object Mode. Do you see on your screen where it says Object Mode? Directly to the right of that label there are two tiny triangles pointing in opposite directions. These lie between the words Object Mode and the red and white ball. Click there and the menu will appear and you will be able to select Edit Mode. Alternatively, click the Tab key on your computer keyboard and Blender will flip you from Object Mode into Edit Mode. This tutorial HERE goes over how to assign your mesh vertices to a joint. If you clone a hat as I suggested above you will have the head joint on the joint list in Blender and you can assign your new accessory 100% to that joint. You should vertex paint the mesh. I don't think it will require a second UV.
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Post by Joey XD on Dec 9, 2015 1:31:39 GMT -5
thank you so much for that information's about the F that i'm asking i was referring to this hehe so here it goes so i cloned the cap do i need to input something to the cut number now? or later after finishing the text mesh? what I've done now is this and now i already convert it to mesh and I'm still working on the deleting the vertices is this really need to be done?
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update: oh my i did something wrong on this so I'm working on vertices as shown on the the vid and when i delete the vertices and click TAb so that what happen pls do correct me
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