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Post by laralu93 on Jan 13, 2016 0:43:11 GMT -5
Hello! Me again! I was makeing a little coffe table, and when I did the unwrapping it instantly gave me a headache. Do you know how I can simplify it? I just want to make it easier to deal with the textures later. Thanks to anyone who can give some advice
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Post by brujah on Jan 13, 2016 1:50:43 GMT -5
Making a simplified uv map isn't that hard, just time consuming. The first thing I would do is map all the legs into the same area since they have identical mesh. Then the top and bottom of the table can also go into the same area of each other. To do as I mentioned: - Move all of the current map off of the grey square on the left. (just so it is out of the way)
- Select one leg (on the right) and unwrap it cylindrically from the current view (in your screenshot). This will make it lay flat in your map window.
- Repeat for the other 3 legs
- Select all 4 legs (on the left, they will all be in the square now) and move them off the square.
- Select the table top and bottom and unwrap them "project from view" from the top view. (this should make them lay on top of each other)
- Move the table top and bottom off the square.
- Select the remaining portion of the map that has not been re-unwrapped (should be just the middle portion of the table) and unwrap like the legs.
- Now you should only have 3 sections of a map to scale and stretch.
I hope this helps.
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Post by laralu93 on Jan 17, 2016 17:27:27 GMT -5
I always assumed the mesh had to be unwrapped all at once, facepalm! Thanks!
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Deleted
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Post by Deleted on Jan 17, 2016 17:57:57 GMT -5
I would suggest you lower the poly count by a lot. This table you made is why to high poly for Sims 4.
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Post by laralu93 on Jan 17, 2016 22:38:25 GMT -5
Hello! an you tell me how can I fix this? Also in blender the spheres look like that, and something tells me that's not quite right
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Post by laralu93 on Jan 17, 2016 23:35:08 GMT -5
OMG, I was wondering why it was taking so long for it to load when importing it. Infinite thanks @design4sims !
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Post by Deleted on Jan 18, 2016 0:52:26 GMT -5
Objects should generally be around 800-1000 polys per tile, although more detailed things, and objects with spheres or cylinders, may be higher, but not to much.
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Post by MisterS on Jan 18, 2016 1:16:31 GMT -5
As Design4Sims said, spheres or cylinders may be higher but you cannot make them smooth. Spheres should be avoided a lot of times, the only time I use them is when the rest of the object is low. As a rule of thumb, any spheres I add will no more then double the poly count. So if you can make the object 800-1000 without spheres doubling that to around 2000 with them is not too bad, but going any higher is not a good idea. There are texture tricks for making things look rounder than they are.
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Post by laralu93 on Jan 18, 2016 17:10:06 GMT -5
Okey, I followed your advice, and made a brand new mesh with about 1100v. Now I need help figuring out how to fix those black lines, what are they?I'll be really gratefull for any help. Here's the package and the blend in case you need it.
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Post by Deleted on Jan 18, 2016 17:23:48 GMT -5
You still need to work on your uv map. You can also do with out the top circles on the legs since you won't see them. Take each leg and mark seam on one side so it unwraps as one. Then unwrap the bottom circles of the legs.
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