Then go back to Object Mode and select your top mesh. You want to subdivide this mesh for as many times as your computer can take (if it ‘crashes’ just go less far the second time) this will make the mesh higher poly, which will make the data transfer a lot smoother! This is not necessary but I always do it :P Select the reference mesh and go into edit mode. You only wanna append the s4_studio mesh:ĭelete the extra rig and bone bone shape it opened up. Then you want to go to ‘File -> Append’ and it will open up a screen to select your preferred reference mesh. Open up Blender 2.77 or higher and open up your own top. We NEED to transfer data, because if we don’t our mesh won’t work with the morphs! Pick a EA mesh, or any custom content mesh that you think looks similar and export the blender file from sims4studio. Next thing we’re gonna do, is find our Reference Mesh to transfer data from. Now that we did this, we can go back to ‘Object Mode’ and save our project. Now don’t make the mesh parts on your uv-map too small, because this will later cause your texture to be blurred. Because you deleted parts of the nude top before, this is coming in handy to put your mesh parts there. This is what I ended up with uv-mapping:Īs you can see I put the top in the extra section and the sleeves in the arm part. Placing it in the extra space will probably cause conflicts with other pieces of clothing in game, but this is almost unavoidable unfortunately. Please note that you can only place your mesh parts in the free top area (so not on top of the body mesh parts) And in the extra space in the bottom right. Then you wanna place it in the spots you like. Play around with it until your mesh is less ‘deformed’. Select your top mesh and resize it by using S, X and Y. Click ‘Image -> Open Image’ and open up a female template which can be found here. Select your whole mesh and it’ll show up on the left like in the picture above. To do this you want to use the left screen. Then you wanna put your mouse in the middle part where the mesh is and you want to press CTRL+J, which will Join your meshes together. Make sure to select the nude top mesh first though. Go back to Object Mode and click on your nude top mesh. Go into ‘Edit Mode’ and under the Triangle tab on your right you want to change ‘UV-map’ into ‘uv_0′. Go back to ‘Object Mode’ and select your top mesh. Click the button I point out with red, so that it shows all vertices on the meshĭeselect all and by pressing B or C remove the unwanted vertices. Select your nude top mesh and go into edit mode. Be sure to not delete too much, because it will look weird if body parts are missing ) The next thing I always do, is delete the nude top parts that are covered by the top, which I don’t need. Next, you want to import your MD mesh, in order to do that you want to go to ‘File -> Import -> Wavefront (obj)’ Next, you want to open up Blender 2.70 and open a nude top mesh exported from sims4studio, like so: If you did this, click OK and your mesh is exported. This screen will open, make sure to check the same settings as I did: It will ask you to save, so do as you like. To do this you need to go to ‘File -> Export -> OBJ’ Like this: If you did this, you are ready to export your mesh as an OBJ file. Next you’ll need to go to the menu in the bottom right corner and unfold the ‘Miscellaneous’ Tab, like soĪnd with me it already says ‘Quad’ but with you it will say ‘Triangle’ so change it to Quad ) You probably want to re-simulate your mesh, because there will be ‘holes’ Press CTRL+A in MD, so that it selects your whole mesh. To make your mesh less poly’s you need to change it from Triangles to Quads. So, as you can see in the picture below I made my mesh in MD and am ready to export it to Blender Youtube is full of videos explaining how to and it is really just a matter of practice and getting to know your way around the program.
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