How to add meshes to sims 2




















Please let me know if you have any problems or just want to chat about this tutorial at all. Leave a Reply Cancel reply You must be logged in to post a comment. Account Username Password Remember Me. Follow Us. First name.

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Make sure the mesh part is selected with the tick box, and click on "Preview" to see that part of the mesh. You will see the mesh part displayed in the purple window. In some cases, you may have to scroll up or down to see the mesh.

Click on "Export," and save the mesh part. It pays to be organized in this process. I create a folder for the object I am converting and name the mesh parts appropriately as I extract them.

I'm going to call this one "Circle Shadow" and save it in my Gearhead Mirror folder. Follow the same process of extracting and naming for each of the 3 remaining mesh parts other objects may have fewer parts. Once you have the mesh parts extracted, it is time to extract the texture. Look back in the Resource Tree window and click on "Texture Image.

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.



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