Sims 2 meshing tutorial
This means we can now resize them as 2 parts until most of the window has been filled. This will mean better texturing if they are kept to the same shape and proportion as they originally were:.
If you finish creating your object and the texture looks stretched in the game, you will have to do it again. The most important thing to remember is that the proportions need to be kept as much the same as you can when resizing the parts. Note that if any parts of the mesh are going to have the same texture, you can move them on top of each other.
This will free up space on the map, which you can then fill by resizing the different parts. The more of the image you take up, the sharper the texture will be. However, if you wanted to be lazy and only wanted to use the same texture for the entire table, you could select all instead of by group and map the whole thing at once, as a box.
Save it to the same folder. Now, back to Wings 3D. If you do, you will end up with 2 meshes overwriting each other! Now import the map you just saved in UVMapper. Instead of creating each leg at a time, we are simply going to duplicate the one we already have. The two legs have been combined into one part. Apparently this is very important to the game:.
Export over the map file again, and load the model in UVMapper and save it again, but this time save it as a single group:. In Gimp, open the texture map you saved with UVMapper:. I found some seamless wood textures by doing a Google image search. I then selected the region I wanted to fill, with the rectangular select tool. Then I chose to fill that part with the pattern I had copied to the clipboard, then clicked on the section of the image I just selected to fill it:.
You can fill the whole image with a pattern or a colour, you can add shadows and shading, using layers etc. You can also use a completely different texture image if you prefer, but I just changed the colour of mine. You may need it for more complex texturing, or you may want to include it with a download so others can recolour it:.
Now we need to bring all of our hard work together in SimPE! Import and create In SimPE, open the file that you saved earlier, in the same folder you created for this project.
This time import the mesh file you mapped:. You can see from the right window that we have 2 files to modify. Now save your file. Congratulations, you have just created your new mesh! Now shall we see what it looks like in game? Testing the mesh Now fire up your game to see if it shows up and looks okay.
Just keep trying until you get it right. Notice, though, that the shadow image is not quite right. If you managed to get through all of this tutorial without going mad, then you are definitely made to mesh! Tags: create mesh meshing SimPe sims 2.
Lady Angel! This is wonderful! All the best and thank you so very much for writing this. I will be so thrilled if I can make a table! For my candlestick I selected the stick and bucket filled with a silver pattern from the program itself and I thought I bucket filled the candle with white but it all bled together.
My candle looks like a baby bottle on a pedestal! Can I fill just the actual table top or do I have to select and fill the whole thing? So you could select the whole thing and make it all 1 texture, or you could colour the top and legs differently. But thank you soooo very much for this tutorial! The mapping is always the hardest part, for me at any rate.
In UVMapper, try selecting all and mapping the whole thing as a box. I find sometimes that saving the image with these dimensions helps the texture not to look so stretched.
Thanks so much for your reply! If I remap the table and retexture it, how do I apply the changes in simpe? Do I have to replace wood again and get another guid or just open a new texture image? Just re-import the mesh replace the wood and the texture and save and it should be fine. I somehow lost my discourse table from the sim game, I imagine by replacing that file instead of the new mesh one when I redid the texture.
Oh well. I can live without it. May I have your honest opinion of this, my 6th attempt to retexture! It just takes practice, but you are definitely getting there.
The disappearing table is a bit trickier. You must be logged in to post a comment. Please check your inbox or spam folder to confirm your subscription. Skip to content Creating Only logged in users are allowed to enter the chat. Now we have our bounding box, we can safely delete the table that we have just imported.
This will be the table top: Note: If you do not have a scroller on your mouse, you are going to have to use the hotkeys. Now for the mapping…. Open up Gimp and SimPE. We can add shapes and constrain them to the box dimensions.
We are going to add a cylinder, but first of all, a quick word about the little cubes at the top:. Cube 1 will show you the vertices, or connecting points, on the object. Cube 2 shows you the lines, cube 3 lets you select single faces, and cube 4 selects all of the object. Now you see the cylinder is enormous, far too big for our purposes. This is where the bounding box comes in. Now see? We have a cylinder the exact size of the ornament we cloned.
You can scroll in to see it properly. Note: If you do no have a scroller on your mouse, you are going to have to use the hotkeys. If you click the scroller, you can move around the object quite freely. Just click the left button to get back to normal. If you keep the scroller pressed, you can move the view from side to side. Then move your mouse left or right until you have it the width you want it:.
Now for the fun part…shaping your model. To create a curve, we need to add, or extrude, a piece from the top of the model. Deselect the model, click cube 3 and select the top face again. Do you see the curve being created now? Now to create the candle. Just create another cylinder, then scale and save it to the bounding box.
As a note, in the Geometry Graph window, you can right-click on each cylinder to rename them. Now to map your mesh! Mapping the mesh Now you deserve a cuppa! You may want to take a break now, or carry on, but if you find yourself getting flustered or irritated, please stop and come back to it later. However, for now, double-click on the UVMapper icon to open it. Surf to the map file you just exported from Wings 3D and open it. We are going to need to map each item we just created.
In my case it was 3, but it depends on whether or not you created the candle and wick. Now do the same for the candlestick and the wick, selecting them by group, then creating a new, box UV map, and resizing and moving them neatly until your page looks like this:. This is when you would go back to Wings 3D, close down the file without saving it, re-import it, triangulate, export, then follow the below steps in UVMapper.
Now leave the program open and go back into Wings 3D. Import your map and notice how there is just one part now, select it and make sure cube 4 is selected at the top:. Export the file again. You can now close Wings 3D as we are finished with it.
In UV Mapper, load the model again, then save it, overwriting the file, then close it down. Well done! If you have managed to get this far without giving up you deserve a medal! Now for the texturing… Adding the texture If you have got as far as meshing, you will probably already have re-coloured Sims items, but this can be a little refresher. Texture can be used to add as much detail as you want to your creations.
You can search the net for seamless images which will be your best bet for re-colouring anything. For the sake of quickness you can select the candlestick and either fill it with a solid colour not recommended , an image you have saved, or a pattern:.
Then export the image as a. You need to practice re-colouring all kinds of items to be really good at it. Select the texture image from the left menu, then click on the texture file in the Resource List:.
In the resource tree, notice we only have one file to change, so this is how we do it. If this is your first time, you need to create and register a new username and password. Testing the mesh Now fire up your game and enter a house. I hope you found this tutorial easy to follow, but please ask if you find anything too difficult or if you have any questions. A quick word about your polygon count. Your poly count is basically the detail that you add to your actual mesh.
Try to add less detail and add more with the actual texture. The polygon count for this candlestick is which is high for such a small object. However, it has a lot of details, curves and such, which is why.
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