Theraven's crazy collection of simmies (11.June 20 - TS4 sidetrack)
miros1:
I'll be grabbing the sweaters and jammies as soon as my "real" puter is unsnarled. You do know there's both adult and teen versions of that sweater mesh?
Theraven:
I had a feeling there might be - I just haven't gotten that far yet. I'll probably do texture referencing in that case, since it saves loads of space...
Took a while, but now I've texture referenced the sweaters to Bloom's teen mesh, and the jammies to the original child mesh. I think I saw a child version of the sweater too, but I'm not sure if the textures are similar, or if it's a top. Just have to locate it to check it out.
Hmm... I think this might be a bit closer than the previous. Hair looks better (looks much like this when I''ve just been to the hairdresser - but at the moment I've got a ponytail), and face sculpt is a little better. Wrong glasses, but better than the alternatives I've got...
miros1:
OOH, how do you do that texture referencing thing? I'd love to learn! I assume each garment has to be run through SimPE individually, that you can't just set up one and run it through BodyShop....
I'd also love the child version of the sweater mesh if you can find it....
Sometimes, reading other people's works in progress is absolutely inspirational!
Theraven:
I only know how to do clothing referencing inividually in SimPE. But it's very easy (though a bit time consuming). But it's totally worth it when the ref files are between 1 and 6 kb each, compared to the original which is very often between 100 kb and several mb.
1. First you make as many reference outfits as you need in Bodyshop. You don't have to fix the textures, just export as many as you have original recolors.
2. close Bodyshop, open two windows in SimPE. One window for the reference files, one for the original recolors.
3. In the reference file, delete the base texture file (and the normalmap texture file, and any other texture files you want to re-use from the original).
4. In the Material Definition resource (TXMT), under "properties", copy the base texture value (stdMatBaseTextureName), normalmap value (stdMatNormalMapTextureName) and any other alpha textures, and paste them in where they belong in the reference file. Click "Commit" afterward.
5. save the file.
I do recommend to name the files to something else than a random number and 50 similar names. Makes it much easier to keep track of the referencing. For instance, I named the sweater files like this: "CowlneckTop_AF_snowman-green" and "CowlneckTop_TF_snowman-green" ("snowman-green" being one of the descriptive names)
(you'll do a lot of copy/paste/save, so ctrl+S for save, ctrl+V for paste, ctrl+C for copy are great shortcuts).
6. test the outfits in Bodyshop. Make a sim (NOT under "create project", but under "create sim"), and test each outfit. If they show up as only mesh, with skin showing instead of texture, then there's usually something wrong with the value names. Close down BS and fix it in SimPE.
You can reference any outfits that shares the same UV mapping. Age conversions are usually the best fits, but some gender conversions can work, too.
Oh, and I got new glasses ;D
(quite a lot better than my first try, here)
fatedicewolf:
Ooh, I love the glasses. Where'd you get them from???
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