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Post by sylvanes on Jan 19, 2016 14:23:49 GMT -5
1. in what format did you export it to in maya? 2. thats alot of work for trying to export something... 3. 3ds max dont work well with ms3d, ms3d cant allways read the files from 3ds max good. Thats maybe why it will look so odd in ms3d.
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Post by orangemittens on Jan 19, 2016 15:33:20 GMT -5
If you import the hair from 3ds max or Maya you are best off using .fbx if you want to keep the joint assignments. If you would prefer to do the bone weighting in Blender there is a tutorial in the tutorial section that shows how to transfer weights from an EA hair to your hair using Blender for that. I do not recommend the use of Milkshape in your work flow at all. Both Maya and Blender are worlds ahead of what Milkshape can do. The only people who should bother with Milkshape anymore are those who already know and feel comfortable with it and don't have the time or inclination to learn to use a better 3D editor. sylvanes, you do not have to use the Warehouse any more to use the SimGlass shader. Studio has added an automatic shader assignment for SimGlass and it is in the Tools section of Studio's top bar menu. It is also unnecessary to use the .dds format when you are using Sims 4 Studio. Studio can accept .png and it is a much easier format to use.
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Post by sylvanes on Jan 19, 2016 15:45:38 GMT -5
If you import the hair from 3ds max or Maya you are best off using .fbx if you want to keep the joint assignments. If you would prefer to do the bone weighting in Blender there is a tutorial in the tutorial section that shows how to transfer weights from an EA hair to your hair using Blender for that. I do not recommend the use of Milkshape in your work flow at all. Both Maya and Blender are worlds ahead of what Milkshape can do. The only people who should bother with Milkshape anymore are those who already know and feel comfortable with it and don't have the time or inclination to learn to use a better 3D editor. sylvanes , you do not have to use the Warehouse any more to use the SimGlass shader. Studio has added an automatic shader assignment for SimGlass and it is in the Tools section of Studio's top bar menu. It is also unnecessary to use the .dds format when you are using Sims 4 Studio. Studio can accept .png and it is a much easier format to use. I dont recommand any 3dprogram, just use the 1 you work best with. However maya and blender are better atm and I never said ms3d is the best, I just work with it well thats all. I did follow 'easy' tutorials to learn to work with blender but no luck so far ): But hey! I will keep trying some time later For the glass shader, I didnt know. I still do as I used to do But I did know that you can use .png in s4s, I just keep using .dds for myself. But others may use/do .png if they like.
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Post by orangemittens on Jan 19, 2016 17:21:16 GMT -5
The new option is here and it will speed things up for everyone who uses the SimGlass shader for CAS frequently: I was directing my comment about MS to the OP. The first question asked was what 3D program is recommended and I do not recommend MS for anyone who is comfortable meshing with Maya, 3ds Max, or Blender. If they are new to meshing entirely I don't recommend MS because it is inferior to other available editors. Blender is free and thus, less costly than MS as well. For people like yourself who are already using MS and prefer it there's no reason not to use it although it is not the best tool for Sims 4 CAS as it cannot unwrap a second UV nor can it do vertex paint. For that reason, unless someone is already married to MS they're better off using a better editor that can handle a second UV and do vertex paint. If the editor they choose is not Blender that's also fine but importing a weighted CAS mesh from that editor to Blender to get it into the game is best done using the .fbx format because that format can carry weighting information and the .obj format cannot. Many people have run into issues with the .dds format...especially those using GIMP for some reason. This is one reason Studio added the ability to import .png and the reason I suggest it to people just getting started. I just realized I missed the question about morphs. In Sims 4 players can shape their Sim's body with sliders in CAS. This causes the Sims' garments to need to change size to fit different sized Sims. The property of changing to fit the Sim is conferred by the item's second UV map.
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Post by MisterS on Jan 19, 2016 18:40:14 GMT -5
Milkshape has not been updated since 1987 These settings are max to blender in FBX sims4studio.com/thread/17/video-tutorials-texture-standalone-recolorI dont use Maya but I assume it would be similar For those who have trouble with blender. I use 3ds max, have done for years, never even looked at blender til the sims 4. I find it borderline stupid compared to max at times, but that's mainly because I'm use to max (and partly because it is :D ), but, I have learned to use it just fine for what I want. Blender is the best free app you will find. Ive looked at milkshape before, it should be free too. The best way to learn blender is go and do noob tuts, Ive done them all.
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Post by Elegant Lily on Jan 19, 2016 18:45:23 GMT -5
Thanks so much for you guys answers however i am more comfortable using Maya 2013 to create hair but i just don't know how to assign bones and weight painting in maya so instead i am comfortable in doing that in blender so am looking for a plugin that could export from Maya to Milkshape. All the plugins that i have tried to use (which is a lot and almost spent two hours trying different plugins) only brought out the model but didn't export the hair in anyway. I wonder if it is because i used planes to create the hair? HERE is a picture(updated)
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Post by Elegant Lily on Jan 19, 2016 18:49:49 GMT -5
Sorry i meant from Maya to Blender
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Post by MisterS on Jan 19, 2016 18:57:25 GMT -5
Make sure you have the hair selected, it should just export that and not the model. You can just delete the model you dont need it anyway, you use the model in blender. Like I said I dont use maya so I cant be specific, but it will export things just like max.
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Post by Elegant Lily on Jan 19, 2016 19:25:27 GMT -5
Yeah i tried doing that but it just brought out a weird dot and it even still shows the names but it just brings out a dot :-[
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Post by MisterS on Jan 19, 2016 19:34:34 GMT -5
sorry I cannot be of more help quteebee, I dont know who uses maya on here.
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Post by Elegant Lily on Jan 19, 2016 20:01:27 GMT -5
k no problem :D
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Post by orangemittens on Jan 19, 2016 21:51:08 GMT -5
The problem with using Maya for Sims modding is that it is a very expensive program that no one can afford but a few people. It costs $185 a month. If you use that tool you're basically on your own with learning the process. If you want to try making things with a tool that others can help with you will need to use something else. Studio goes through Blender because it's a free tool that everyone can use. There are many tutorials here showing how to use it. Our team cannot afford Maya and there is really no way we can support creation with a tool we can't afford to buy. If we cannot use it we cannot make tutorials for it and we cannot make a custom content tool for it. I wouldn't do it anyway...the Studio project is about making content creation possible for everyone...not just for a few people using some super expensive editor that only a small group of wealthy people can buy.
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Post by Elegant Lily on Jan 19, 2016 22:04:20 GMT -5
It's no problem. Am already learning how to create hair and clothes. It might take a while like 4 days but am gonna learn how to create meshes.
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Post by orangemittens on Jan 19, 2016 22:06:57 GMT -5
It will take you a lot less time to learn Blender than it would for all the rest of us to be able to buy Maya
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