View Full Version : Unimesh/Milkshape Tutorial: Level 2, Editing and UV Maps

16th Jul 2006, 10:41 PM
There is now a new, updated version of this tutorial using new plugins and tools that teaches a little bit more.


Please use the updated tutorial instead!

This tutorial is the next step in learning about editing with Unimesh – it will take you through an edit and have you adjust the uvmap to fit your new edit. It also will show you an easy way (in this case) to edit both your fit and fat meshes at the same time.

It assumes you have completed the Beginner Unimesh Tutorial (http://www.modthesims2.com/showthread.php?t=142305). Not every step will have a screenshot, you are expected to draw from the beginner tutorial as needed.

You are also expected to know how to edit a recolor (including changing the alpha) with Body Shop - please go through Faylen's 4 Recoloring Tutorials (http://www.modthesims2.com/forumdisplay.php?f=249) (or similar tutorials for your graphics editor as found there or mentioned in the FAQ)

Goal – to lengthen the skirt on a teen girl mesh and fix the uvmap to match and make the new texture for it. The purpose is to learn a few more things about editing with Unimesh, small steps at a time.

You will need:

SimPE, Milkshape, Unimesh, (don't have them, go look at the beginner tutorial!)

and the downloadable patterns from this tutorial (http://www.modthesims2.com/showthread.php?t=135136)

For this tutorial I used Unimesh 4.06, Milkshape 1.7.9, SimPE .58

Part 1: Set Up Your New Mesh

We're going to modify this TEEN mesh:


This is a short summary of the steps – follow the Beginner Unimesh Tutorial (http://www.modthesims2.com/showthread.php?t=142305) for these steps:

* Make the recolor of the teen sundress pictured, import
* Go extract the 4 parts of the mesh – tfbodysundress_
* Build a new meshfile save to your DOWNLOADS folder
* Fix Integrity, save again, and save the modified shape and cres
* Put the modified shape and cres into the recolor file from your SAVED SIMS folder
* Check if the recolor shows correctly in Body Shop

Here's a screenshot of me saving my mesh:


Part 2: Start the Edit

1) Start Milkshape. Make sure autosmooth is not checked!

2) Import with the Sims2 Unimesh Importer.
When it asks, say “YES” to the Create Blend Groups Dialog. That will load both the fit and fat morph for you.


3) Now if you look on your GROUPS tab, you will see 2 groups – body and ~00MORPHMOD.0
If you look carefully, you will also be able to see the 2 meshes are both visible, the trunk will show the 2 sizes, both fit and fat.


4) First thing to do is use VERTEX/Sims2 Unimesh Fix Underweighted Bones. It will say 236 weights adjusted. (or some number like that)

5) At this point save your milkshape file to your working folder – naming it tut1.ms3d. That way if your need to start over, you've got this to go back to.

Part 3: Lengthen the Skirt

We are going to leave both of the groups visible, and select and move both of them together to do this edit.

6) Zoom in on the window with the front view to show primarily the area from the skirt hem to the knees. (Hold down the shift key and drag the mouse upward in that window)

7) Go to the Model tab and click SELECT, with the setting being VERTEX and ‘IGNORE BACKFACES’ is unchecked.


8) Now select the whole bottom row of the skirt by clicking and dragging across it. Note that you’re grabbing the top of the leg and the underskirt at the same time. This is good.


9) Click on MOVE, and click on the X button so it’s highlighted blue (and the Y and Z buttons should be gray only) and then drag the skirt downwards towards the next row of vertices.


10) Now we could stop here, but I’d like to make the skirt even a bit longer, so click on SELECT again, and drag-select the bottom edge of the skirt and the additional row of leg vertices.


11) Now MOVE (with the same settings) and drag it down just a bit further. Note that you cannot drag this down below the knee area - if you do there will be animation issues, and you'd need to add the vertices for the knee. That will come in a later tutorial.


12) Now ‘save as’ your work, naming it tut2.ms3d.

13) Export with the Sims2 Unimesh Exporter – and name the file ‘body1’ and save it to your working project folder.

14) Start up SimPE, edit the mesh file (in this case mine is named mesh-tig-tutorial2-teendress.package) and replace the gmdc with ‘body1.simpe’
Click ‘Yes’ to the popup that says it’s been changed.
Then SAVE your mesh file, and exit SimPE.


15) Now start Bodyshop.
Create Parts/Start New Project/Create Clothing
Go to TEEN, Everyday, and look for that pink dress


Now, if you see a longer dress, that’s looking good. With this pattern it’s not hugely obvious, but if you look carefully, you can see that the design is stretched on the lower part of the dress. We’re going to go fix that in a bit.

16) Quit Bodyshop.

Part 4: Flaring the Dress

17) Go back to Milkshape. Now we’re going to flare the dress a bit. Using SELECT, and the 3D window, move your mesh so that you can clearly see the outer lower edge of the skirt. Use ALT-LEFTCLICK to select the first vertice and then SHIFT-ALT-LEFTCLICK to individually select all the rest, until it looks like the picture below. Move you mesh around a bit to make sure you’ve selected all the correct vertices.


18) Now use SCALE to give the dress a bit of flare – type 1.1 into the X and Z values, and then hit the ‘scale’ button next to them TWO TIMES to flare the skirt outwards.


19) Now 'save as' the file as tut3.ms3d

20) And 'Sim2 Unimesh EXPORT' again into body2.simpe

21) Now start up SimPE, edit the mesh file (in this case mine is named mesh-tig-tutorial2-teendress.package) and replace the gmdc with ‘body2.simpe’
Click ‘Yes’ to the popup that says it’s been changed.
Then SAVE your mesh file, and exit SimPE.

22) Now start Bodyshop.
Create Parts/Start New Project/Create Clothing
Go to TEEN, Everyday, and look for that pink dress again.


This time when you click on it, the mannequin should show a nice flared skirt.

23) Quit Bodyshop.


You need to make sure the mesh is good in the game, and that the morph data was not damaged during the edits.

Fire up your game. Go to Create a Sim, and make a new sim. Examine her closely, spin her around, and make sure everything looks good. Watch her as she animates.

Double check that the fit/fat morph still works correctly (it's at the bottom of button 1). If the fat morph explodes, then you will need to start over (at Part 2 or Part 3) - or use another method I will describe in a future infocenter article, I'll link when it's there.

Test further in game - have the sim sit in a chair, sit on a couch (they sit different on both of them), dance, and jump up and down on a couch or bed. Pause the game and then examine your sim from various angles, and make sure things look reasonable. This particular edit as described should NOT cause any animation oddities.

(continued in next message)

17th Jul 2006, 3:14 AM
Part 5: Fixing the UVMAP

Back to Milkshape, maybe just one last time. Now it’s time to fix the uvmapping.

24) First, let's hide the morphmod, because the morph uses the uvmap from the unmorphed version of the mesh. Go to Groups, select the morphmod, and click the HIDE button.


25) Now click on ‘body’ and the the SELECT button, which will select the entire part of that mesh.


26) It’s time to bring in a texture and assign it to the mesh

Click the MATERIALS tab, and click on the NEW button.
'Material01' will appear on the list


27) Click on the first button that says < none > and read in checkpattern.bmp. (don't have it, get it here (http://www.modthesims2.com/showthread.php?t=135136) )


28) The sphere will get the blue check pattern all over it.
Now click on the ASSIGN button.

29) Go to the 3D window and right click on it and select ‘TEXTURED’


30) Tilt the mesh so that you can see both the lower skirt and the upper legs. You can see the upper legs are a bit compressed, and that the skirt is stretched vertically.

31) Now go to the menu WINDOW and select the “Texture Coordinate Editor”


32) A window will pop up. Arrange the windows so that you can see the 3D area of your mesh and the Texture Coordinate Window.


33) The Texture Coordinate Window will probably be gray, showing the morphmod. Select ‘body’ and you should see the blue pattern and the uvmap.


If you don’t, close the Texture Coordinate Window, and use the menu EDIT/SELECT ALL and then bring up the Texture Coordinate Window using menu WINDOW/TEXTURE COORDINATE EDITOR.

34) Okay, now it’s time to make adjustments – but right now you can’t see enough of our mesh to easily work with it… so type in ‘.5’ and hit the ‘scale’ button. Also make sure 'Redraw' is checked, so that the changes will show up as you make them.


35) There, that’s much better. Now click on ‘SELECT’ and click on some blank spot, which will deselect everything (turning the vertices and lines white). Now click and drag around the bottom skirt edge (much like what your did when you first started this edit.) Select both the upper leg and the lower skirt edge, being careful not to get the hands. Select both the front AND back at the same time, so that they will remain aligned when moved.


36) Now click MOVE and slide them carefully down to just above the next row of leg vertices. Make sure that as you slide it downwards that you don’t move it left to right (or fix it if you do)


37) Look at your 3D window (and if you had refresh checked) you can see the pattern changing on the skirt. You can also see that the leg boxes are now stretched and need a bit more adjusting.

That’s because when we did the original edit, we also moved that row down a bit. So now click SELECT and select the lower skirt and that additional leg row. Be sure to get the front AND back.


38) Now click MOVE and slide it down a little bit more, until the leg looks a bit more even. It doesn’t have to be perfect, but the better you get this, the better your sim will look in game, and the more options (like patterned tights) the mesh will support.


39) Before we Close the Texture Coordinate Window, grab a reference screenshot of the new uvmap. Adjust the window size if necessary so that ALL of the texture is showing (you’ll see gray framing it). Then use the ‘Print Screen’ button on your keyboard to grab a screenshot. Immediate bring up a paint program and PASTE, and then save your screenshot – ‘teenflareddress-uvmap’. (bmp, jpg, or gif, it does not matter)


40) Close the Texture Coordinate Window.

41) Now 'Save As' again as tut4.ms3d.

42) Use the Sims2 Unimesh Export to save ‘body3.simpe’

43) Start up SimPE, edit the mesh file (in this case mine is named mesh-tig-tutorial2-teendress.package) and replace the gmdc with ‘body3.simpe’
Click ‘Yes’ to the popup that says it’s been changed.
Then SAVE your mesh file, and exit SimPE.

44) Now start Bodyshop.
Create Parts/Start New Project/Create Clothing
Go to TEEN, Everyday, and look for that pink dress again.

This time when you click on it, the mannequin is going to look messed up!


Well actually, this is progress. You can see that the design is no longer stretched, but the legs (and shadow) are up on the skirt hem now. That’s because you changed the uvmap and the graphic is NOT changed to match yet.

Part 6: Making a New Texture for the Mesh

I'm going to start out by saying again, if you are not skilled in BodyShop, you need to go aquire those skills with the tutorials found at BodyShop - Skinning (http://www.modthesims2.com/forumdisplay.php?f=20)

45) While still in BodyShop, make a new project with the new mesh - so click on the little folder to make a new project. I named mine 'teennew'

You will find the base graphics in your Projects folder in 'teennew'

Now you need to do a bit of editing and make a NEW texture and NEW alpha that will look correct for this new mesh.

We all use our own graphics editors, so I can’t take you step by step through this – but what you need to do is make the graphic match the uvmap you grabbed. I’m going to describe the procedure for this without too many screenshots.

46) First take the uvmap graphic, and trim away the junk around it so that it’s 512x512 pixels. But if you remember, we’d scaled down the display to half size to make it fit the screen. So you need to scale up your UVMAP – take your 512x512 graphic and scale it 200% so that it’s 1024x1024. Save it.

47) Edit body~stdMatBaseTextureName_alpha.bmp

Now you can fix the alpha file (btw, this mesh also has an undefined neckline on the mesh, so you can also edit the neckline on the alpha if you wish)

Load in the alpha file, and then paste the uvmap graphic over it on a new layer. You can set the uvmap layer to have very low transparency, and then recolor the alpha layer so that all of the skirt area is solid white, and the legs are solid black. Hide the uvmap layer and save your new alpha bmp.



48) Edit body~stdMatBaseTextureName.psd

Use the same procedure for the dress – you’ll need a new texture, because the new dress is longer. Right here I'm going to admit - this is a LONG tutorial and I got a bit lazy - I did NOT shade the dress (like under the breasts) the way it should have been. When you are meshing, do your best to ALSO make excellent textures to showcase your work. (This is all covered in the BodyShop-Skinning area of the site)


49) Edit body~stdMatNormalMapTextureName.bmp

Unimesh doesn't support bumpmaps - so simply make this graphic one solid gray color.

50) Save all 3 new files to Projects/teennew.
Then click on the refresh (round arrow) in BodyShop to see your new dress.


51) If your dress looks good:
Put a good descriptive name into the text box.
Click on the Import button (folder with the arrow)

52) Quit BodyShop

Part 7: Testing

Okay, you're almost done. One last time, fire up your game.

Put the dress on a sim, and have the sim dance, jump on a couch, and so on. Examine it from all angles, and make sure you're happy with the texture, the seam where the top of the leg meets the underside of the dress, and so on. If not, quit and go adjust things further with bodyshop and import another version of the dress.

Clean up: while you're in the game, go ahead and DELETE the original recolor - you know, the one with the hem that now has the legs showing on it. Also, once you're out, you can delete the folders you created from your PROJECTS folder. To share our work you will need to give people the file from your SAVED SIMS folder and your mesh file (which I suggest you put in DOWNLOADS).


Credits: Texture for the dress from The Inspiration Gallery (http://theinspirationgallery.com/)


Wow, this tutorial was up for over 2 months before someone pointed this out to me. See, even I can overlook things :faceslap:

Well, with the amount I lowered the upper leg, the leg develops a slight bulge in it (which shows more distinctly if one lowers the leg even more than I did). So... while we're done learning about uv mapping, you can and should (if it shows on your mesh) adjust the legs on the mesh so that it's a bit narrower there.

You would use the same technique to fix the leg as you did in Part 4 to widen the bottom of the skirt. Select one ring of vertices on ONE leg. Use SCALE with 'center of mass' and values of .99 for the X and Z values. Then click the scale button. Repeat if necessary. Select the ring up under the skirt and you can do the same. Then repeat for the other leg. If the values of .99 make the leg come in too much, try .995 instead.

Additional Notes

You can raise or lower a skirt (or pant leg, or sleeve end) using this exact method, and then adjusting the uvmap. Make sure when you select the parts to move, that you include the top row of the limb (to stretch longer or shorter). Your mesh should NEVER show any gaps after you have edited, if there are gaps, there will be gaps in the game, too!

When you've edited a few more meshes and are ready to dive in and learn about complex edits, there is now a Unimesh Tutorial: Level 3 (http://www.modthesims2.com/showthread.php?t=179177)

Btw, there are other tutorials about uvmapping in the tutorial area, if you want to see different examples of uvmaps being adjusted or made.

:up: Was this tutorial helpful? Scroll back up to the bottom of the first message, and clicky that 'thanks' button.

18th Jul 2006, 1:48 PM
excellent tutorial !!!!
it's very helpful.
cant wait to see more of your tutorials :)

19th Jul 2006, 4:57 PM
Wow! Thank you. After finishing the first tutorial, this is exaclty what I was looking for to advance my infant meshing skills. A quick glance shows me why I spectactularly crashed body shop when,full of false confidence ,I tried some of this type of editing after my success at taking the ornament off of the dress. :)

Thanks so much!


25th Jul 2006, 8:16 AM
Hello Tiggerypum, I've been with this site since Oct of 2004 and this makes my 3rd post here. Kind of a quiet type.

First I'd like to compliment you on your tutorial... I make a rather lucrative living educating companies on how to properly train employees to be fast, efficient, and effective so that their turnover rates will be much decreased. Your tutorials are perfect examples of these principles.

Now I have a question I'm hoping you can answer for me; How does one properly add an object to an already existing mesh and make it link with the bone structure for animation continuity? I've already used your tutorial to get the clothing article to where I desire it and now I have need to add some extras... a seperate train for a dress to be exact along with a veil. Do you maybe have this answer or can you point me to a further tutorial in which I'd be able to learn these processes?

Thanks for your wonderful contributions and tutorials,


25th Jul 2006, 11:30 AM
lazarusstarr, I'm actually writing the next tutorial already, and it will have 3/4 of your answers in it. For a veil, you'll likely need to use something like the hula mesh, which has a separate alpha section, so that the veil can be semi-transparent and look veil-like. The Unimesh manual discusses doing bone assignments. There are a couple of text-only tutorials I've cobbled together, let me go look.....

In this thread I eventually outline the steps to take....
If you want your mesh to have 2 parts (one of which can alpha to transparent instead of skin) start with the hula mesh. Then read in whatever mesh(es) you've been working on.
In the end, you need to have the exact same groups with the exact same comments. So, say you want the body to be the long dress, you copy the comments from the hula body and replace the comments on the long dress group with it. Then you delete the hula's body and move the long dress's body up to replace it (it will already be named body so you don't have to rename it). Then you replace the skirt section with your veil mesh... copying comments and renaming it to match, etc.

25th Jul 2006, 7:47 PM
Thank you so much. Asking the right question is not nearly as important as asking the right person. I look forward to your next tutorial.


26th Jul 2006, 3:27 PM
hi I love your tutorial. It has helped me a lot. ummm. do you know where there is a tutorial about adding boxs and stuff like that to your mash in milkshape 3D.? I am trying to add a balt to my dress and a boa around her arms. Think you so much

28th Jul 2006, 9:33 PM
Acorar, I think that would fall under a similar heading as my own question did above. Try the link Tiggerypum supplied to me and you should find your answers there. As for adding boxes and such in Milkshape they are the buttons on the right hand side of the screen under the model tab.


8th Sep 2006, 4:45 AM
Hi, I don't know if this is the right place to ask questions but I was trying to follow this tutorial and I get the point where I should see a longer dress in bodyshop, before the "flare" stage. I cannot see a longer dress and I am unsure if I have done this right. Also do I follow the package tutorial in the basic meshing tutorial from start to finish?

I know I'm not making sense but I hope you can understand what I'm talking about :)

8th Sep 2006, 5:59 AM
Elise, the part that I 'summarize' in the beginning is steps 1-28 (parts I-IV) of the first tutorial. So yes, you have to make the mesh, fix integrity, save out the modified shape and cres, and do the 'package' thing to put them into your recolor so that the recolor points at the new mesh.

Also when you are looking for the new dress, don't load your saved project, make sure you do a 'new' project and go looking for it that way. And if you followed this carefully, it's a TEEN dress, so make sure to look in the teen clothing.

28th Sep 2006, 11:03 PM
Thank you so much for this tutorial! When I started out, I didn't even know what a UV map was, and now I actually know what I'm doing! (Or at least I like to believe I do. ;-)) You are absolutely, incredibly awesome, you know that, right? :lovestruc

play girl
6th Oct 2006, 6:16 PM
i'm looking at it but there's something weird with the mesh did i lower it too much?

8th Oct 2006, 5:08 PM
Thanks so much for these tutorials, I did a lap of honour after completing beginner tutorial number one. (My family think I am nuts).

I have one small problem with beginner tutorial number two.

I am having the same problem as Play Girl.

I have followed this tutorial twice now all the way through, and I got the same problem each time.


I have now attempted this tutorial a third time. I have somewhat succeeded.

I noticed when I got to part 3, step 7, I didn't have 'Redraw All Viewports' checked.

Making sure I had this checked before moving the vertices, I watched the 3D model while moving the selection, and stopped when the leg started to bulge.

I have attatched another screenshot comparing my effort in Body Shop with the tutorial picture, pretty close.

I should learn to pay more attention.

9th Oct 2006, 12:48 AM
Hmm, you're right. By just moving the leg downwards as I did, there is a slight bulge that happens in the leg. So to correct that, you could select the vertices on *one* of the legs, use the settings like we did for the skirt where I widened it, but instead - use ".99" or ".995" for the scaling factor (instead of 1.something). Then repeat for the other leg. I didn't even notice it! (oops!)

Also, the 'underneath center' of the dress where the leg comes out should be tucked a little bit up under the dress, it should be a little bit above the hem. So playgirl, the odd shape you saw on the mesh probably came in some way from you moving the leg downward.

10th Oct 2006, 11:51 AM
Thanks for the help.

I am going to postpone carrying on with this tutorial. I am going back to number one. I would like to be able to carry out all the SimPE steps without having to consult the tutorial. I am not confident enough yet in my own abilities with that.

I am going to attempt to remove all sorts of ribbons and bows from other meshes, before moving on. So watch out for replies in that tutorial thread for my attempts.

These tutorials are fantastic, and I would recommend them to anyone wishing to explore this aspect of creating.

27th Oct 2006, 11:53 PM
I really love these tutorials. It's making my quest for the perfect FF sim characters possible (or at least near perfect XD)

However I'm having a problem following the tutorial. I try to replace the gmdc file with the modified mesh, but simpe keeps freezing. I had tried more than 5 times already and it had the same effect every time. I'm using version .58, which is the latest, so what else could be the problem? ''>.>

28th Oct 2006, 12:24 AM

1) did you have errors when exporting with unimesh? If there were errors, you can't import into simpe, that file is not complete

2) are you accidentally replacing the gmnd instead of gmdc? That makes a mess of things. If it looks like you did that at any point, you'll have to remake your mesh file, fix integrity, and attach it to a recolor again.

28th Oct 2006, 2:48 AM
I'm pretty sure I didn't have problems with unimesh since there were no errors with it when I exported. However, I'll try to remake the mesh, although I'm pretty sure that I did replace the gmdc.

Oh, for some reason, the problem resolved itself o_0 Strange, but yay! d ^^

30th Oct 2006, 12:10 AM
You're amazing this is a very very complete tutorial. You modders and tutorials makers on MTS2 really are good to be clear, synthetic, and useful... thank youuu

3rd Nov 2006, 2:38 PM
Thanks for the great tutorials! :gjob:

14th Nov 2006, 4:02 PM
27) Click on the first button that says < none > and read in checkpattern.bmp. (don't have it, get it here )

I don't understand this part, when I click on the link I see nothing like checkpattern.bmp... I don't know where to get it!

14th Nov 2006, 4:06 PM
See the 'you will need' section at the beginning of the tutorial. Follow the link there and at the end of the first message, there are patterns for uvmaps, that's what you'd click and unzip and put someplace where you can find them.

14th Nov 2006, 9:41 PM
That was a really great tutorial! Thank you for the help! You are a great help. :gjob: :)

29th Nov 2006, 12:28 PM
Thank you so much for this tutorial. I make some new mesh, but I have a question.
I don't see bump map .... why?
I'm searching in the forum from a lot of time, but I haven't find a solution. Read (and write) in english is hard for me, sorry for this. I hope you can help me.
Thank you again.

29th Nov 2006, 4:02 PM
Unimesh does not currently create bumpmaps.
You can take your finished mesh, export with the smd in simpe and then import it again and it will have working bumpmaps if it had them before.

30th Nov 2006, 12:54 AM
YES! I see bump maps!! Thank you!

19th Mar 2007, 7:45 AM
tiggerypum i have a question i have had milkshape for 2 months but i never tried to used it until now. my 30 days are up and i cant save.; i dont have a credit card or the money to buy it. do you know of any other programs i could use?

thank u

19th Mar 2007, 2:32 PM
tacos, not as easily/completely as unimesh and not as documented.
You can go read the article _carefully_ in the infocenter about all the tools.
XSI modtool and smd format is free - but frankly, is not for beginners - the interface is that of a program with many many features and usually sells for hundreds of dollars. I did a simple 'advanced tutorial' (I personally used it before unimesh came out) to help folks who _were familiar with milkshape editing_ at the time to get around in it. There's also another change that I've not had time to document in the past year, simpe supports smd format, so you can skip the 'meshtool advanced' steps, which is good, the smd support is better from simpe.
Or you can look at MESHTOOL/OBJ and find one of the free 3d editors with the appropriate plugin that will make it work with meshtool - and then make small changes to meshes only.

31st Mar 2007, 3:50 PM
hi! i just wanted to say that your toturials are helping me a lot! but i was just wondering if you could explaine the part of editing the checkpattern, i didn't get that completely:S

31st Mar 2007, 8:10 PM
What you're doing is adjusting the mapping so that the texture looks more even, instead of stretched - because by moving the vertices the texture will stretch, until you adjust it to compensate for your changes to the mesh.

You're not changing the checkpattern at all, but you're using it because it's easy to look at the boxes and kind of see - are they as even/square as possible, how much distortion is there on the design. At first they look like rectangles on the mesh.

As for the steps involved, I can't make it any simpler than the tutorial with a screenshot on almost every step. If you have a specific question, I will try and answer it.

2nd Apr 2007, 12:48 PM
thanks! i got it now:)

2nd Apr 2007, 12:51 PM
but how do i extend the white area on the alpha file, so that i reaches the bottom of the new uvmap?:S

2nd Apr 2007, 2:36 PM
when i have added a new texture in paint.NET,which is the editorprogram i use, i can't save the new texture over the old one, because the old texture file isn't there, and when i click the preview button in body shop, it isn't any changes at all! help me please?:(

2nd Apr 2007, 3:52 PM
fiepijah, you need to figure out how to save your file in bmp format over the 'old one' in your projects folder. I suggest you go to the bodyshop - SKINNING area and work through the body recoloring tutorials - there is a set that uses paint.net - and get that part worked out and then come back and try again.

Purple Sheera
8th Apr 2007, 7:19 PM
Hello Tig, Thank you soo much for the amazing tutorial , you are one in a million. I followed every step, and everything looked good till i reached to the point where i examened the last mesh in bodyshop after working in Adobe Photoshop and i saw that there's a black area below the skirt, so i returned back to adobe to do some changes, and went to Bodyshop again to see what happened then i saw a SHORT below the skirt that i lengthened, so any ideas what i did wrong ? lol. Great tutorial again.

Many thanks.

9th Apr 2007, 6:01 AM
Two of us looked at this message and we've never quite seen this reported as a possible outcome - so can you give us a picture or two - use 'go advanced' and then 'manage attachments' to give us a couple of screenshots.

Purple Sheera
9th Apr 2007, 10:50 AM
Thank you so much Tig for your reply , and i didn't know where to attach the screenshots, but anyways , i solved my meshing problem yesterday lol ,i just followed your steps again and everything looked amazing thank you so much again for the wonderful tutorial. And thank you for letting me know where to attach the screenshots, maybe i'll need it later.

23rd Apr 2007, 12:05 AM
I'm not sure if this is just me, but I thought I would mention iut just in case. Step 9:
9) Click on MOVE, and click on the X button so it’s highlighted blue (and the Y and Z buttons should be gray only) and then drag the skirt downwards towards the next row of vertices.

When I select X, it will only move the mesh from side to side...I have to select Y to get it to move up and down.

Thanks for the great tut! I'm not doone it though, just thought I would put that in while I was at that point. *cheesy grin*

23rd Apr 2007, 3:50 AM
actually, I believe I was turning OFF X in that step - by default they all are on. Perhaps the 'highlights' look different on your system?

23rd Apr 2007, 5:43 AM
ah, maybe. I am running Vista. I also noticed a couple of other things a bit different, figured it could be too cuz I downloaded the beta trial version of Milkshape. *shrugs*

Anyways, I have another question. I got everything to work. *YAY!* (Thank you for another awesome tut!) , but if I make the alpha layer too low, part of the dress shows up on the thigh, if I raise it just enough, then a bit of the bottom of the dress doesn't show the texture.

(I think I uploaded the jpgs right)

23rd Apr 2007, 7:04 AM
Malifecent when you edited your uvmap, did you pull the dress texture down onto the legs? Or not move the leg tops downward also - look at your uvmap - that is your coloring guide. If the skirt underneath (including a little tiny rectangle in the center) is too close to the legs, go back in and adjust the uvmap more.

Edit: Looking at the original dress, it was designed with a fairly tight layout with only a tiny gap between the dress and legs - maybe you just need to use the uvmap as a guide.

In terms of using the uvmap: I'll view a full adult body at 50% and take a screenshot of it with printscreen. Then I paste it into my graphics editor, trim away all the junk, so it's exactly 512x512. Then scale up 200%. That's a full sized uvmap then. I save that to disk with a descriptive name followed by 'uvmap' (like exactly what I named my mesh). Now you can take the uvmap and pop it into your graphics program as another layer and use it as a guide.

23rd Apr 2007, 5:10 PM
Ya, I might have screwed up that part. When I took the screenshot of the uvmap, it still had the red dots on it, so when I tried to use that later as a guide, it was hard to tell because of the red dots, lol. I am going to try again from where I saved the 2nd or 3rd tut mesh.Thanks for response. :o) I will let you know what happens.

24th Apr 2007, 12:54 AM
Ok, I got it fixed! Thank you again for the great tutorial and for all the help!

11th Jun 2007, 5:21 AM
hello. i just want to say this is another great tutorial, it helped out a lot with some questions i had.
however i have another, which deals with meshes (meshi? meshs?)
i decided i wanted to add some new vertices and faces to a mesh, to make it my own. however, when i do get it uloaded and view it in bodyshop, the new faces appear darker, as if they are ghosted. this same effect i see on the new faces in milkshape. how is this problem solved? i know SOMEONE had to create meshes in the first place, so there MUST be a way to make a new face appear the same as the others.
here is an example of the problem (take notice of the odd, out of place dark spot)

11th Jun 2007, 9:17 AM
adrumsolo4u, you need to get all the way to the end, there's another tutorial left ;)
It's a normals issue.
Select the vertices around that area and use demon's align normals. That area in milkshape when viewed in the view that has things look silverly and smooth - should now look perfectly blended with the rest of the mesh. At least I assume that's what the issue is. (Do not use milkshapes 'smooth' or 'autosmooth' -- use demon's tools, which you're told to install in tutorial #3)

Also, in the future, do not post questions in tutorial threads *unless they are actually about doing the tutorial*. If you are going off and doing your own projects (adding parts is most certainly not part of this tutorial) go to the main bodyshop meshing area and there you can start a new thread with your project question.

Thanks :)

2nd Jul 2007, 7:31 AM
Ah Oh! Made a boo boo and I don't know how to fix it.
at step 43) I accidentally replaced the gmnd file instead of the gmdc. I've fixed the gmdc file by replacing it eith body3, but now I don't know what to do about the gmnd.


2nd Jul 2007, 12:06 PM
Uhm, in the beginning you extracted the 4 pieces of your mesh, remember, and then put them into the file. The gmnd is the one part that wasn't edited (I believe) so go replace the current one with the one you'd saved out.

If that doesn't work, you need to start over with the 4 pieces of the mesh, fix integrity, save it, the modified shape and cres, do the linking part over again, and then import your newest gmdc.

2nd Jul 2007, 8:22 PM
Uh! had problems with my pc, so i did the tutorial over again, thanks a lot for this easy to follow tutorial :)


5th Jul 2007, 6:52 PM
Dear tiggerypum

I have a problem which makes my mesh ugly
You see, when I skin a thing every time the part were I editted the mesh, my printed is stretched out, it is pretty ugly,(example:)http://i92.photobucket.com/albums/l9/strovod/problem.jpg
I know it ugly, but you can see, I made a sort of top whic shows the original print en you can see the skirt who's print is strechted out

I really on't know what to do about it...please can somebody help me?

5th Jul 2007, 9:11 PM
Dear tiggerypum

I have a problem which makes my mesh ugly
You see, when I skin a thing every time the part were I editted the mesh, my printed is stretched out, it is pretty ugly,(example:)http://i92.photobucket.com/albums/l9/strovod/problem.jpg
I know it ugly, but you can see, I made a sort of top whic shows the original print en you can see the skirt who's print is strechted out

I really on't know what to do about it...please can somebody help me?

Did you modify the uvmap in milkshape?

1st Aug 2007, 11:31 AM
great tutorial... really really good ive learnt some new things front it

i dont mean to critisise but wouldnt it be easier to use the stretch/squish tool for steps 9-12 because i personally think it is easier and looks neater.... i dont want to sound like that im affending you because your tutorials have helped me alot

1st Aug 2007, 11:46 AM
Those steps aren't really hard using the Move tool, fusi0n556, nor do they take more than a few seconds once you've learned how to use those tools. I would prefer to move things row by row and to do it with a keen eye and precision, watching each row as I move it into place, than rely on a tool to do such a simple edit for me.

3rd Sep 2007, 7:10 PM
tiggery! you're awesome. and, of course, hystericalparoxysm too :) I really admire you for writing all that stuff...

19th Sep 2007, 3:39 AM
First I would like thank you for having awesome tutorials :!: My mesh turned out like it was suppose to, but when I went to edit the UV map I had trouble on #27. I got a solid black sphere. So I downloaded the UV map rar again & when I went to load it to Milkshape I got a download error :cry: My Milkshape is V1.8.1b & my UniMesh is V4.09 I tested my mesh in game & every thing looked ok including the morph. I just started meshing a few days ago & really want to learn. Is it a problem with my mesh or is a Milkshape glitch? How do I fix the problem? :help:

19th Sep 2007, 6:20 AM
I have been having problems with UV mapping. The basics I can understand. But I notice that some clothing items, specifically the ones that have alpha parts, also have a seperate uvmap for the alpha parts, either that or I am misinterpreting what I am seeing. Anyway, what I want to know is:

I have cloned the hula outfit, and also another dress outfit. I imported the latter into Milkshape without the morphs, and removed the arms, chest, everything down to the waist, legs, and the underbit that joins the legs to the hem, so that all I was left with was just what looks like a skirt. I duplicated that, scaled it slightly down, reversed the vertex's, and snapped/welded it at the hem and the waist, so that the skirt would texture both sides, alighned normals etc. I didnt alter the length of the skirt, as I wanted to keep all the original assignments. I then exported that using unimesh 4.09.

Now, I opened up milkshape twice, and loaded both with the hula export, (one simply for reference for the meshnames and comments, the other would be the one I am working on. I removed the fatmorphs, both the mesh and alpha part. I was left with just two meshes, the body, and the alpha part... I did some other alterations to the body, basically a chop job, to get rid of the bra straps, bow and cocconut cups etc, this part of it went fine, I checked the vertices, welded and aligned normals etc etc.

Now, I imported my other mesh, just the skirt, WITHOUT the additional skeleton. I renamed it to the alpha part, adjusted the comments etc, and removed the original alpha part, lined everything up where the skirt would join at the waist, aligned normals and got a nice smooth-looking mesh even tho there were two parts. I then duplicated these, renamed and adjusted the comments to create the fat morphs, and adjusted the mesh as needed.

Exported the complete mesh, and replaced it into simpe as per. Everything worked fine, it showed up in bodyshop correctly, once I adjusted the alpha textures accordingly, but what I want to be able to do, is UVMAP the skirt, to a seperate image, so that I can use the whole of that image for the texture/alpha layer of the skirt, instead of having to try and squeeze it inbetween the two sets of legs.

The first screenshot is where I want to be able to UVMAP the skirt, as a seperate image, the second is showing the space I have to try and squeeze it into, you see my problem? I have read, re-read and read again the tuts on uvmapping, but I cant find the answer I am looking for, or if it is even possible.

Please help, I have been trying to do this same project for three days solid, and my poor Sims aint getting any runtime lol.

20th Sep 2007, 10:08 AM
ajg812 - did you like unrar the uvmap file to get a graphic? There's a jpg or something in the download - which is what you need to read into milkshape, not the actual rar file.

FifthAce - first off - if parts are in separate groups (and you leave them that way, like if you are making what's called an alpha mesh, like the hula skirt is constructed), they each can have their own graphic and own alpha.

Frankly, if you want to get rid of the junk on the hula woman, import the hula outfit first, and then import the swimsuit mesh and replace the hula body with the simsuit one. Much better for mapping, you won't have to correct anything or worry about deleting bits of the body mesh.

The skirt should have already *been* uvmapped - because you took it from a sim body to begin with. I expect it's mapped more or less where the legs are. Matter of fact, it looks like it is, based on the screenshots.

So, you have your mesh, you have your 2 uvmaps. (Now this says nothing about how it will animate in game, if the legs are going to come through your skirt when the sim dances, but one thing at a time).

When you go into bodyshop, you'll see a messy looking recolor of your new mesh, because the hula girl does not follow normal layouts. Make a new project. Replace the body graphic and it's alpha with whatever you want the shirt, sleeves and feet to look like. You might even give her undies. ;) Then replace the alpha graphics with a texture for the skirt, and matching alpha. So you need to make 4 different graphics (6 if it also has bumpmaps, for now just bumpmap it a solid gray, if it does, while you work things out)

20th Sep 2007, 5:02 PM
I used WinRAR to download the file to a folder on my desktop. When I was in Milkshape I clicked the "New" button under the "Materials" Menu. I went to do step #27 then I clicked on the "None" button like the picture shows, it brought up my file screen & I selected the "_MACOSX" > "templates-patternsfouvmap" > "._templatecheckpattern". Milkshape box popped up that said "download error". I checked my folder to see if the patterns were there & I could see both of them fine. :blink: Am I doing it wrong? :help:

20th Sep 2007, 11:58 PM
you're on a mac running milkshape? I have heard that milkshape sometimes gives folks odd problems with opening files 'on the desktop'... try putting that folder into, like, your my documents folder and trying again.

21st Sep 2007, 12:12 AM
:blink: No I have a E Machine (it's made by Gateway) with Windows XP. But when I downloaded the templates that was the only one. :blink: So I just tried to download it again a couple of times & I get the same thing. What am I doing wrong? :help:

21st Sep 2007, 3:59 AM
okay. You should not be selecting any macos file (if you see one) that might be the icon, I am sure I made the file _on_ my mac. Hmm yes, it appears (just downloaded it) that there are two odd folders in it - one being the macos junk that I didn't know was in there... and another entire folder with the actual jpgs!

Look in the folder: templates-patternsforuvmap
and look for templatecheckpattern.bmp
or templaterainbow.bmp

21st Sep 2007, 4:21 AM
tiggeryplum thanks, I will have another look, once I have sorted out my PC's nervous breakdown...

28th Sep 2007, 7:42 AM
Hi Tiggery and Hysterical...thank you both for the tutorials. :*)

I have been altering a mesh, separated a dress into two pieces, altered them and then snapped them back together. The mesh shows up just fine in BS but when I go to work with the UV map, I see the checked background but not the actual UV map. I have used 'select all' so that the whole mesh is highlighted in red but still nothing. Body is selected in the little drop down menu and I have scaled down as suggested. I can only assume I have done something wrong. If you have any suggestions here I would appreciate it. Please let me know if my explanation is lacking. Thanks!

1st Oct 2007, 11:32 PM
Hi Yah,

Thanks very much for the tutorials they are really easy to follow. I seem to be having problems with the sims arms and legs in body shop. The leg's end up looking like stilts and the arms are stretched. I have body shop mechanic installed with the arms down the side pose. The dress looks fine. Have I got some settings wrong in milkshape?. I've mainly been doing object modding up until now. It all looks fine in milkshape and also in SimPe preview window after i've replaced the GMDC. I hav'nt tried looking at it in the game because something is obviously wrong.

Thanks for your help angieb

2nd Oct 2007, 4:18 AM
Angieb, Did you move the arms or legs relative position? Did you change the bone assignments. If everything looks fine in milkshape but not when posed in bodyshop (fine arms out in bodyshop, but not fine in a pose) then it's a bone assignment issue.

2nd Oct 2007, 4:09 PM
I must have without realizing it. I'll start again. I've read through the third tutorial but I'll go back to the first one again. Appreciate your help. :)

26th Oct 2007, 12:10 AM
I did everything that the tutorial said, but it just didn't work. Could you help?

26th Oct 2007, 12:55 AM
I Realy lOVE this tutorial! it is realy realy helpful! But one thing, at the begining of this tutorial, do we have to do just the steps listed or everything in beetween them?


30th Dec 2007, 1:45 PM
I Realy lOVE this tutorial! it is realy realy helpful! But one thing, at the begining of this tutorial, do we have to do just the steps listed or everything in beetween them?


Of course you have to do everything, the tutorial steps tells you what to do, but when you read what is between them you will understand "how to" do them
If you read :deal: ... You understand :report: , If you understand :report: ... You create ;) !

Hope i helped ya!

12th Jan 2008, 9:54 AM
I'm going crazy. when the tutorial said start up SimPe and edit mesh on step #21. does it mean start up from the beginning and repeat the procedure of creating a folder on the desktop and a temp package on body shop?I've been going round and round

14th Jan 2008, 3:10 AM
I've re_textured the mesh I just did with the tutorial but there's something weird please check it out and see what I did wrong. Also I think I made the upper leg fatter



You and HP are amazingly smart

15th Jan 2008, 1:17 AM
Jack, I think the problem you're still having is in the uvmapping.

Assuming that you -did- pull down the upper leg part when you lengthened the dress (so there's no 'leg' inside the mesh) you need to also be sure to do the same thing on the uvmap.

As for the upper leg looking thicker - that was my error - because as you pull the leg downwards like that, the top of the leg remains as thick as the upper part of the thigh, and it really shows if you pull the skirt down too far.

What you can do is select the top row or two of vertices of *one* leg, and then use scaling (.99) to make that part of the leg thinner (similar to how you made the outer skirt wider). Then go do the same with the other leg. Keep track of how often you scale things so you do identical stuff on each leg.

18th Jan 2008, 8:19 AM
Jack, I think the problem you're still having is in the uvmapping.

Assuming that you -did- pull down the upper leg part when you lengthened the dress (so there's no 'leg' inside the mesh) you need to also be sure to do the same thing on the uvmap.

As for the upper leg looking thicker - that was my error - because as you pull the leg downwards like that, the top of the leg remains as thick as the upper part of the thigh, and it really shows if you pull the skirt down too far.

What you can do is select the top row or two of vertices of *one* leg, and then use scaling (.99) to make that part of the leg thinner (similar to how you made the outer skirt wider). Then go do the same with the other leg. Keep track of how often you scale things so you do identical stuff on each leg.

thanks, great tutorials

22nd Jan 2008, 2:12 PM
Great tutorial, very useful and easy to understand:), just one question...how can we show our work here in MTS2??

5th Feb 2008, 3:28 PM
Great tutorial, very useful and easy to understand:), just one question...how can we show our work here in MTS2??

Go to the Upload Area (http://www.modthesims2.com/upload.php)

Read the Upload Wizard FAQ (http://www.modthesims2.com/showthread.php?t=222665)

5th Feb 2008, 10:33 PM
Thank you very much, Ram:). I'll do it right now:P

6th Feb 2008, 10:39 AM
Thank you very much, Ram:). I'll do it right now:P
You are very welcome!

17th Feb 2008, 11:31 PM
Thank you for these great tutorials! after a couple of attempts I got my new mesh but as per the shot attached I have made something wrong. I think the skirt is too long - see how awful is the bottom of the skirt nearby the leg :cry: !
what have I made wrong? how can I repair?
thank you for your help :)

27th Feb 2008, 12:18 PM
Did you make her legs thinnner too?

27th Feb 2008, 1:37 PM
Alisar - I don't think that's too long - that's right about where Tig put hers, a few sim-inches above the knee. It does look like maybe you pulled the bottom edge of the dress down too far in comparison to the top of the leg, though - you're getting a little bit of a "cone" effect it seems with that, so you might want to either pull the leg down a little bit more, or lift the skirt a tad.

The problem you're getting with the stretching on the underside is pretty normal with patterned textures. If you look at that last skinny little row of polygons at the bottom of the skirt, that's the part that's mapped to the underside. Easiest thing to do is to make sure that part is completely solid on your textures - either dark brown or beige in the case of your textures would work fine.

And the weirdness you're getting when the sim sits crosslegged, with the legs poking through the skirt, is 100% completely normal and to be expected - and there's nothing that can really be done about it, so don't worry about it. Happens with Maxis dresses too.

natwel - If you notice at the end of the tutorial in the "Oops" bit, Tig explains that you should slim down the top of the leg too, as it will look a bit bulgey at the top if you just pull it down.

7th Mar 2008, 11:17 PM
HP, thank you for your reply. excuse me for the delay but I was fully catched by the sci-fi contest :)
I will try what you suggest me, both for mesh and for texture. 'hope to bring you good news soon!

30th Apr 2008, 11:15 AM
It was truly a very helpful tutorial, that one. I couldn't follow up with your first tutorial, the one with gown, so I started with this, and amazingly, this worked! I made my first dress thanks to you!
You can check out the pictures:


Oh, and about the bulge in the legs, well, in my game, nothing of that sort appeared! :)
I'm currently, recoloring the mesh, to make a set of teen spring dresses!
Thanks a ton for all your help, I truly appreciate it! :)

27th May 2008, 11:39 PM
thank you for this tutorial. ive been working on a mesh and everytime i mess with the alpha i get a grayish color all over the dress and the sims. i dont know what to do i did everything right. and even if i work on a maxis mesh it does the same. i only have sims 2 deluxe. i tried uninstalling then reinstalling but it doesnt work. i dont have any cc in my EA files either. im stuck please help. this is what i get
here is this

28th May 2008, 12:48 AM
As this does not relate to this tutorial but regular skinning issues, please ask questions like that in the Body Shop Skinning area, randi21taco.

16th Jun 2008, 6:48 PM
I just finished it, it worked perfectly, thanks a lot, now I have tutorial 3 left =P

18th Jun 2008, 6:33 PM
I've tried this tut, and the beginning and the third successfully, but when I'm trying to make the skirt shorter, it always moves up the upper leg, and in return it makes the hips/thighs look skinnier than normal. [It makes the hips look thinner than it is supposed to be.] How do I keep it from doing that, or how do I fix it? Please and Thanks..


25th Jun 2008, 10:43 PM
Lillz, once you have moved things, you then would select the vertices of the top of the legs (and the skirt where it meets the legs) - do one leg at a time! - and then make the ring bigger or smaller (just like I have you do with the skirt) Then repeat with the other leg.

27th Jun 2008, 3:16 AM
Thanks so much! I'll try it! :)

20th Jul 2008, 3:11 PM
Awesome tutorial.
It all worked, but after fixing the UV mapping and before changing the texture, when I put it into body shop the skin of the person looked weird. It was kind of rough everywhere and the boundaries between colors were very visible. The maxis ones all look a lot smoother.

Naruto Fan 10989
23rd Jul 2008, 12:19 AM
what do I have to do to get Milkshape and what is a Unimesh?????????? sorry If I asked something that someone has allready asked