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Post by brittpinkiesims on Jan 7, 2016 18:36:18 GMT -5
Hey guys! I'm having some issues converting an object from the Sims 3 to Sims 4. I already know how to do conversions, but this particular object is giving me issues. It's this arcade game from the Sims 3 store: I've extracted the mesh in TSR Workshop and saved all the image files, etc. I want to turn the arcade machine into a deco object. But the main issue is that it has 5 groups/texture files and I can't figure out how to make that work with anything in The Sims 4. I've tried joining the groups so that there are only two texture files and that works fine, but when I import the textures in S4S, it looks really odd. I'm not sure what to do or how to go about it when there are so many texture files....any help?
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Deleted
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Post by Deleted on Jan 7, 2016 20:04:23 GMT -5
You will need to adjust the uv maps. If say you have one group map to a 512 x 512 texture and one mapped to a different 512 x 512 texture you will need to open both in a image editor and make it one big image sized 1024 x 512 or 512 x 1024 and then save it and replace that texture in blender so you can map the 2 groups.
Its a little hard for me to explain without pics. If you post your blend I can show you.
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Post by brittpinkiesims on Jan 7, 2016 22:36:57 GMT -5
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Post by Deleted on Jan 7, 2016 23:12:26 GMT -5
Ok I will take some pics and show you what to do. Your missing one texture, the cards on front.
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Post by brittpinkiesims on Jan 7, 2016 23:16:56 GMT -5
Thank you so much! Yes, I actually can't seem to find that in the TSR workshop! I've looked through every file...have no idea where they are :( Do you have TSR workshop? Maybe I'm not finding it somehow but it's there?
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Post by Deleted on Jan 8, 2016 0:52:23 GMT -5
Ok this is going to be long. I learn best from pics so there is a lot of them. First thing is I use Gimp as my texture editor. But you can use any you want it should be pretty much the same. 1. Open your images in a 2d editor. The finished image size you want is 512x1024. 2. Enlarge the canvas for both the images shown in pic. 3. Take one and past into the other. 4. Go to the larger texture your main one the 512x1024 and scale it down to 896 without preserving aspect ratio. 5. Then enlarge the canvas size. back to 1024 in height. 6. Now take the previous merged image from step 3 and enlarge the canvas to 1024 in height with image at top. 7. It should look like the next image. Save new image and open blender. 8. In blender after you import the object select one of the groups and go to materials. Select diffuse 001, do this for all groups. 9. Now go to the uv edit window and select images and then replace image. 10. Select a group and go into edit mode then select all verts by pressing a on keyboard. 11. Scale down the uv map to fit the new texture (if you don't see the new texture in the uv map select it from the image drop down that is next to the image import you just used). 12. What I did for the missing cards is used the top right image for them. Just scale it down to fit. 13. Take all groups, but 5 since you don't need that one, and merge them together. 14. This is how the uv map should look at the end. 15. Now before merging into the studio_mesh_1 you need to go to object data the triangle icon and change the name of the UVMap to uv_0 16. If you don't already know to do this make sure you have deleted EAs mesh from the studio group by selecting it and going into edit mode and selecting all verts and then deleting them. Then merge the s3 group into the empty studio group. Hope this helps you out. If you have more questions don't hesitate to ask.
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Post by brittpinkiesims on Jan 8, 2016 1:35:44 GMT -5
Thank you so much! You are a lifesaver and incredibly helpful!!! I'm going to give it a go now- will update you and let you know if it all works for me, haha :D
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Post by brittpinkiesims on Jan 8, 2016 3:15:33 GMT -5
It worked!!! Thank you so much! I'll probably upload it (and everything else...I'm doing a casino set :D) tomorrow, and I'm definitely going to give you credit for your help, Design4Sims!
This really taught me a lot about UV editing- so helpful. You should consider turning this into a tutorial...there are so many times this would apply to others, and I know it's going to help me with other projects I previously abandoned.
Thanks so much again! <3
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Deleted
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Post by Deleted on Jan 8, 2016 13:43:21 GMT -5
I'm very glad it helped you out. Looking forward to seeing your set.
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Post by axcolleen on May 16, 2016 9:13:03 GMT -5
I did try using a mirror, but even though deleting the original, the mesh doesn't seem to disappear.
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Post by orangemittens on May 17, 2016 8:36:46 GMT -5
Hi axcolleen, in reading your post I can't tell what you're working on or where you are in the project. Could you provide a little more explanation of what you're doing and what the unwanted result is?
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Post by axcolleen on May 17, 2016 9:24:47 GMT -5
Oh I'm sorry, wrong post. Darn it x_x
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Post by max20 on May 17, 2016 13:47:22 GMT -5
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Post by Mathcope on May 17, 2016 16:00:21 GMT -5
max20 There's must be something wrong with your weights or the second UV map. Please post your .package and your .blend file and someone can take a look.
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Post by axcolleen on May 18, 2016 9:13:54 GMT -5
Now I do have a question for this thread. The UV map is so small, how could they export or use the texture map that big?
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