kiellessa
New Member
Learning how to use Blender
Posts: 6
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Post by kiellessa on Jan 22, 2016 15:15:55 GMT -5
The last time I made CC was back in the early 2000s with The Sims 2, so I'm essentially having to relearn things. Sorry if my technical terms are a bit off.
Onto my question: I've created a custom CAS mesh (dual swords for the back based on Geralt's in Witcher 3) after cloning a necklace. I've made my seams and understand how to place the uv map into the space alotted for necklaces on the body diffuse map, but is it possible to make the package call on a separate diffuse map not tied to the bodymap, like how it is for furniture and whatnot? It loses too much detail to scale the textures down to the size of a necklace.
If not, how do you have an item be cloned from a cap (larger area on diffuse map and less likely to be used in tandem with swords) but be anchored to the upper back? I assume it can be altered in the package file?
Thank you so much! I hope what I've asked makes sense.
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Post by orangemittens on Jan 22, 2016 18:30:56 GMT -5
Hi azelle, welcome to Studio forums. It is not possible to have CAS items use a map that isn't tied to the bodymap. If you would like to clone your item from a hat and give it the weighting of an item from the upper back you could try Brujah's transfer weights tutorial to get the weighting you need. You would also need to edit the region map so that your item doesn't make the Sims bald when using it. I posted how to do that HERE.
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kiellessa
New Member
Learning how to use Blender
Posts: 6
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Post by kiellessa on Jan 22, 2016 19:37:10 GMT -5
Bummer. Thank you so much for the help and the warm welcome, Orangemittens! I saw the hat post after after I'd posted, and I think I came across Brujah's tutorial already, so I'll get cracking on attempting that. Everything seems so much more complicated than the last time I skinned... though who knows; maybe I was skinning wrong then, too! How you have time to help so many people, I'll never know!
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