2/28/2024 0 Comments Sims 4 clothes cc![]() Then go into Object, and you will see these files that say s4studio_mesh_X. Once you get the file, open your project file. The process is similar to exporting the nude blender file. If you can’t find one similar, then go onto other packs. I would recommend trying the first look in the base game. Find the one that looks closest to yours and covers the clothing. The purpose is to transfer the data from a premade sims outfit onto your own so that it will work in the SIMS game. Next, you will need to look for a reference in Sims4Studio. It will then appear in the UV section to the left. Click Unwrap and select project from view. Go to the Shading/UVs section, and go down to UVs. Then click the space bar again, and type in “edge split.” This will flatten the polygons so you won’t get these weird gray bumps. With everything selected, press the space bar and look for “merge.” A pop-up should appear when you click “Merge at the center.” It should be like something below.ĭon’t click out. ![]() I press “E” and “S.” E is for extruding your mesh to add additional faces. The points should be highlighted in your clothing mesh. I would hide the layer with the “nude/base” mesh in the layer menu. Then I move the mesh view where I can see the mesh of my clothing. ![]() I then select the points of edges of the opening. I then select the vertex mode right next to it. It will ensure whatever you do with the UV is synced with your mesh. You should see the icon that I circled in red near the button. By default, it should be on your left side. I like it closed, and here is how I do it.Īgain, ensure you are in edit mode and open the UV window. Here you can see the opening in the sleeves, which I refer to as a hole. It is optional, but I think it makes your clothing look better. Once that is done, you can close the “holes” in your clothing. The video below is a good tutorial explaining how to manipulate it.Įssentially, you don’t want any skin showing through the clothing. The first is to edit points, the second is to edit edges, and the third is faces. There are three options near the “modes” menu. When you are in edit mode, you can see all the faces, points, and edges of your clothing. It is a shame that I couldn’t fix it in MD, but that doesn’t mean you won’t be able to fix it in Blender. However, it sometimes doesn’t work (I will make another tutorial on using MD). Sometimes you can freeze fabric and change settings. ![]() I tried my best not to have these holes in marvelous designer. Here you can see there are holes in the mesh. Go to FILE>IMPORT>WAVEFRONT(.OBJ) and select the marvelous designer mesh you created. This is where you will start modifying the clothing you’ve made to fit and work on the “mannequin/base.”Įnsure that the “mannequin/base” is open. You would need to export the nude top or bottom. These joining steps don’t apply if you have a top or bottom. Now you got your base to work with for your whole body clothing. Constant saving is also good practice my opinion (flashbacks to school assignments being lost). In the layers panel, select the two meshes. Go to FILE>APPEND, and then choose the bottom. Open Blender 2.78 and open the top mesh when that is done. Then in the tabs beside the model picture. Please select the item and create a package for it. You need to export the top and bottom and combine them. However, in the case of a complete body outfit, like a dress, etc. You would then select the SIMS model you are designing for. Generally, you would search for nude tops and bottoms. Open Sims4studio, and under the CAS section, choose “Create 3D Mesh” and then click the blue “CAS” button. Here you will start getting the base to prepare for editing in Blender. Make sure you select these settings: SECTION 3 To do this, go to FILE>EXPORT>OBJĬhoose a name, and a window will pop. Once you are down, you must export your clothing as an OBJ file.
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