Assigning bones compatible w/ Hat/Glasses Sliders I’m assuming you have a general knowledge about sims creating or at least the idioms of what you need ^.^ First, you will want to import the .wso file of your accessory. After you’ve imported it, go to “Joints” at the right. Enalbe “Draw vertice...
For maa babu @igotsims and anyone else. It’s very simple, but maybe something you haven’t really thoug ht about before to do for any accessory which doesn’t fit exactly on a sims hat and isn’t compatible with any of the custom sliders, because it hasn’t the corresponding joint ^.^
Oh man, why did I make a banner like that. I don’t know... LOL
Anyways, this is a detailed guide on how to fix seams on the body. You may have that one piece of cc you want to be flawless and not be bothered to edit anymore in photoshop? Go for it, ha.
I literally tried to go step by step. If there’s anything you can’t follow feel welcome to contact me and I’ll fix it too in the post. I still need to add an extra way on fixing seams, which will be updated on the blog in a few days.
I kind of did it :P Though my results weren’t instantly the best, ha! I decided to make this while talking to @neversayenevermore so lets thank her ♡
Note; this is only the 2nd time I converted a hair;; if there’s anything you know better and have extra tips. Do tell me! I’ll adjust the document and update the link in this post.
Alright, so I’ve been talking with @simophilia about extruding and you know what, that is probably the thing that takes the longest time as well as correcting the uv map when it comes to creating meshes. ZzzZzzz.. (Well, for me it does)
Besides that, sometimes you’ll get those weird shadows around the edges. When I started out and was reading Chisimi’s tutorial about a fix with edge split and read more about it with one of Simlicious posts, I still got nowhere close when doing that! *gloomy sittttings in the corner* I probably did it incorrect, during that time I had closely to zero experience with blender.
So instead, I had the sudden idea to separate the pieces which I had extruded from the mesh. Voilà, no strange shadows in blender or milkshape and I think it’s pretty much the same thing as when you edge split... Kinda? I agreed to create a tiny tutorial for it after having this talk about it with Lia.
Below I show how I do it ^_^ I’ll cover the way I extrude as well as the separating Hope anyone will find it useful! It’s what I have done so far with all my meshes. Even if there are no strange shadow edges, it’s just what I do in my creating routine. There are pictures included.
Alright, so initially I did not want to point out all the controls to use, but I’m so used to using them now, so that I’ve no idea where to click else to get the same controls x) So I’ll give the pressing controls.
Here’s my mesh in blender, all ready and set. I already went into edit mode.
So, in the picture I pointed 3 options. These are options are important ^_^ With those you can pick one, to tell blender what you want to select. So first, we are going to select edges. That’s the 2nd of the 3.
You can hold alt and select one of the edges. This can select all the needed edges. However, do check around if it really does that. I tried it on this mesh, but it decided to do other areas too >:( so instead, we’ll be selecting each edge individually.
Note! When you have edges which are horizontally to each other, you can even select them all at one time with using the “b” command. That’s the way I learnt initially.
Hold shift and select each edge. After that, you press E and S!
After that, you hold alt and press M. and pick the first option! It will now be closed off ^_^
Now, we go back to these options.
We’re going to select the 3rd option. This one selects faces.
Your mesh is going to look like this. Nothing wrong with it!
We go to the area we just extruded. Press B, with this we can select areas! We are going to select that extruded part.
Yeaaaaaay, we did it :D Now all we need to do is press P,
We’re going to separate the selection! ^_^
Now we’re done! :D it will appear like below! Blender will now indicate more pieces in that.. so-called “scene”. Which is usually on the topright.
Red indicates the seperated mesh. Green the original mesh. The pink is actually the body. I already had it in it xD
Extra~~
That said, we of course gotta pull that a bit down, otherwise it will look ab it strange. I select the vertice, make the body appear and then move it down.
I do it this way, because I’ll have a better view on how it will look like and change accordingly if I need to change it in the other axises too ^_^
Close off all the parts you want. Then your mesh is ready to go to the uv mapping etcetc :D
Like the mesh? Hehehe. I’m currently working on it as well as some other things >:)
Hopefully the tutorial’s useful for some of you and I hope it’s understandable. I might have skipped something, though I don’t think I did.... Feel free to ask questions if you don’t understand a part ^^