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#1 Old 14th Apr 2010 at 11:02 PM
Default Question about mapping and textures
Hello all,

I've been reading some of those tutorials for making custom clothes, I'm working in a shoes project. I used CTU to extract the mesh, then I edited it with milkshape and I used the texture coordinator to place the mesh in a better position for painting, and alignment, then as I read, I did a screenshot to that blue grid and I rescaled to 1024x1024 and modified the texture in my graphics program. Then I imported the texture to milkshape to see how it looks and it looks very good. Now the problem, I did the .dds DXT5 texture with the alpha channel according to the new texture distribution, but in the game the texture isn't on the shoes, it is all over the body.

I imported the mesh in CTU and also the new modified textures for the base texture and overlay.

Somebody know what is wrong? I should post pictures of the problem.

Thank you all.
Sockpuppet
#2 Old 15th Apr 2010 at 7:21 AM
You need to stick to the space on the uvmap that is given for the shoes.
Here is a simple (female)template wich is based on the basegame partmask textures.

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#3 Old 15th Apr 2010 at 8:14 AM
Thank you very much for your reply

Here is an image of my shoe's texture

Actually it is 1024x1024 I just resized to post it here.

So, I know that in the original textures the shoes are in the lower part, but the textures are very small, so I used the texture coordinator to be able to paint the areas more detailed. So it is posible to make your own map to paint the shoes and then export it to the sims without using that small space?

Sorry if I ask too much but I though that if you make a new map using the texture coordinator and export that mesh and texture in the game that shouldn't have nothing to do with the body but it seems that on the shoes textures I need to have space for the body... this is a little bit difficult
Sockpuppet
#4 Old 15th Apr 2010 at 12:01 PM
Unfortunate it is not possible.
It was with sims 2 were you could assigne difrent texture files to meshgroups but you cant with sims 3.
I did try it several ways, even as accesoire but the game uses one uvmap for all the parts.(top/bottom/body and shoes)
you could map some parts next to the legs but depending on wich side you map them(left or right) they will still interfear with some of the clothing textures as those also use those spots.(for collars and such)

Edit,
You could make them as accesoire(with a 1024x1024 file) if there is no visible skin on the part but then you need a extra file to make the shoeoption invisible.
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#5 Old 16th Apr 2010 at 7:28 AM
Thank you Base1980,

Everything went fine!

Bye!!
Sockpuppet
#6 Old 16th Apr 2010 at 11:08 AM
Your welcome,
If you find a way, share your knowledge. :D
It would give us much more options!

Quote: Originally posted by Base1980
Edit,
You could make them as accesoire(with a 1024x1024 file) if there is no visible skin on the part but then you need a extra file to make the shoeoption invisible.


scratch that, aint possible either as accesoires dont support the vertID numbering(to make the mesh work with the sliders) i forgot.
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#7 Old 17th Apr 2010 at 11:26 AM
Hi again Base1980,

I just exported the textures to Sims3 and looks good but, the textures are a little bit over lighted I mean, the texture is brighter than the original texture I made, do you know how to solve it? I tried to make a darken specular texture but it didn't work. All I want is to make the textures look like the original one.

Cheers!
Sockpuppet
#8 Old 17th Apr 2010 at 12:12 PM
Good be alot of things,
check if you used the correct format for the dds textures.
correct normalmap?
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Original Poster
#9 Old 17th Apr 2010 at 2:38 PM
Hep Base1980

I found the problem, it was the overlay, it was colored so I desaturated that texture and now looks good
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