WORK-IN-PROGRESS : A Secretaire desk
Not really a guide, but can be interesting for those who would like to know how I create an object or a set. Originally I wrote this essay for a course at my uni but I translated and simplified it.
The secretaire desk is an iconic piece of Biedermeier furniture. My fascination with the elegant yet straightforward style is beyond measure.
I used Blender for modelling. (I made it when I was still using the old 2.7 version.) The design process for the object consumed a significant amount of my time, spanning a total of three hours.
After I finish making the model, I need to do something called "unfolding." This means turning the 3D object into a 2D mesh. Once that's done, I "burn" the shadows onto it, which gives it the final look you see below.
After that, I use the Sims 4 Studio program. This is where I make sure that the object looks right with its texture and I decide how it should act in the game.
To create the special intarsia effect, I use patterns that I've already prepared in Photoshop. I carefully rotate and arrange them until they fit just right. It takes a lot of time, but the final outcome is totally worth it.
The Normal map is really important for objects with low levels of detail. It determines how light behaves on different surfaces. With the Normal map, even a surface that looks completely smooth can actually appear uneven when light shines on it. This creates the illusion of more intricate details without slowing down the game's performance.
In the game, they use a simpler version of the Normal map called the Bump map. To make it, I use a plugin in Photoshop and save it in a specific format called .DDS. I have to tweak the channels and choose the right settings to get it just right.
When I apply the Bump map to my Biedermeier writing cabinet with shelves, it creates small shadows at the edges of the shelves when light hits the center. This makes the shelves stand out from the flat surface and adds depth to the object.
The shine of an object is controlled by the specular map. It determines how reflective the surface appears, whether it's a shiny metal, a glossy glass, or a completely matte material. By adjusting the color values, we can create different types of shine.
In this project, I want to achieve a specific type of shine that looks like wax or honey. Fortunately, I already have a template ready for this. I just need to find it and apply it to the object in the program.
After that, I need to make a bunch of tweaks to make sure the object works properly in the game. It involves doing both small and big adjustments. For example, I add tags to make it easy to find in the catalog, figure out how the surface should look, find the right spots where other objects can connect to it, decide where chairs and writing surfaces should go, and more. The first picture shows how things are set up by default, while the second one shows the changes I've made.
Throughout this whole process, I have to carefully figure out the exact positions for different parts using a coordinate system. It can be a bit tiresome and take up a lot of time.
First, I made a work-in-progress picture. This is how I announce the new collection.
In the post, there's a gif that demonstrates various color combinations. Creating this gif involves a careful and detailed process. I have to take individual photos of all 16 color combinations for each of the two cabinets. Afterward, I need to carefully match and merge these photos together. Finally, I use an online Gif maker site to edit and finalize the gif.
I spent a good 2 hours setting up the scene, and it wasn't easy finding the right items and creating the perfect environment. Editing the image also took me another 2 hours, as I paid close attention to every little detail.
Out of the three images you see above, the first one is the default color scheme generated by the game itself. The second image, on the other hand, was created using a program called Reshade. It's an extra tool you have to install separately, and its main purpose is to change the lighting inside the game. It adds depth and creates a whole different atmosphere. As for the third image, that's what it looks like after I adjusted the colors in Photoshop. And finally, I added shadows and highlights to the image to give it a more three-dimensional and immersive feel.
I hope you enjoyed this post and see you soon. The release date of the set is tomorrow!