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Is it possible of making a new body mesh for sims 3?


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Posted
4 hours ago, PantyAnarchy1 said:

I was working on the bunny mesh again

Honestly, I wasn't going to reply again, but 2 things... Nonsequitur took his time to answer you again, and it does appear that you have at least realized that using an EA based mesh as your starting point is the smart way to go until you learn more about meshing.

 

From your pic, it looks like you fit the bunny suit to a JoshQ MedBod? Not sure about the extra vertices I see around the calves??? 

 

You seem to like easy, and depending on why your mesh is highlighted, and only the tail is highlighted on the UV side, this can be an easy fix. First, deselect everything. Now select the entire tail UV, shrink it down to half the diameter it currently is, and move it to the bottom right corner for now and deselect everything again. Now, something Josh taught me about doing hair, which I use for garments too, and just used today on a mesh (for another reason)... On the mesh side, set the vertices/ edge/ faces selector to faces. Hover your mouse pointer over any face on the garment mesh and press "L" on the keyboard. IF 2.79 has this feature, and I think it does, every face connected to the one you hovered over should now be highlighted. If it is, and it is your entire garment mesh, great! If no, find the part of the garment that is not highlighted and do the hover, press "L" again, until you have the entire mesh. Your whole garment UV should also be highlighted. Mouse pointer on the UV side, press "S" and move the pointer toward the mesh to shrink it, or use the resize dropdown menu to shrink it until clear of the legs. Now, move the garment UV to the right open area next to the legs and below the hand. You can now resize it up, be leave room next to the leg, hand and edge of the map. Now, you can highlight and resize the tail up. Export the mesh and the UV image.

 

In GIMP or PS, open any 1024 x 1024 .dds you have and clean the image. Save it as a blank work .dds that you can use any time for any 1024 x 1024 img. Using "open as layers", open your UV map image on top of the blank. In a separate window, open your bunny suit texture. I must assume it is 1024 x 1024??? Tail first! Copy the tail from the suit texture and paste it to the blank .dds (not the UV image). Before anchoring it, move it to match the UV image and resize as necessary... and anchor it. Do the same with the bunny suit texture. Now, your texture matches position and size to the UV map, which matches the mesh you exported and saved.

 

As this appears to be an outfit, both sides of the open UV area can be used. As the bunny suit is in the bottom area, the top area can be used for cuffs, collar, etc. OR, cuffs, collar, etc can go in the bottom area and the bunny suit in the top area, but the bottom area is larger. You can move the tail to either side. The UV of my bunny suit can show you options for placement, but image and UV must match.

  • 2 weeks later...
Posted

Saw your mesh. Umm... wow. We tried to help you. If you think it's good, ? okie dokie. What I saw when I took it apart, was a MedBod bottom (which is unique and doesn't match ANY standard EA or other tops that aren't MedBod), with your fantasy "part" stuck in front of the bottom mesh. Wasn't even centered, let alone attached... just floating there...

 

Nu, do svidanya, kiska malchik!

  • 3 months later...
Posted
22 minutes ago, xceiene said:

what steps do i need to take from here?

OY! I see you have little experience with meshing as you do not show any important information in your photos. What is your UV mapping? Where are your vertices? For any foreign part to be used in TS3, it must fit EA's map, or you you have to make custom skins, and then seams probably will never look right. We tried to explain this to the author of this post.

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You must make your mesh UV match the UV image for a sim skin on the right, and the mesh vertices of your mesh match both the UV and top vertices of the original EA waist position, otherwise, Meshing Tool Kit will not work to match the normals, and you will have a visible seam at the wait. JoshQ's MedBod deviates from EA, so he probably knows a trick that I do not... and probably uses Milkshape for it, which I do not.

 

You might want to go through this thread from the beginning.

Posted
20 hours ago, xceiene said:

how far i get with this whole thing

Honestly, just as with the original author, I strongly suggest that you start small. Take an EA bottom nude mesh into Blender to understand how the vertices and UV mapping are laid out. Mine is far from the final word in how to mesh, as I am really still learning, but I share what I have learned. It is easier to start with something that already works. ) The EA bottom nude already aligns at the waist and ankles, and the UV mapping fits any standard and most custom skins. Starting with the standard mesh, it also aligns with the standard bones/ joints.

 

I always say to take apart things to see how they are put together. Now, you can look at my newest FemmeBot mesh, but it is VERY custom. The UV is folded to eliminate seams that Tool Kit won't fix (possibly because they are bot parts and not sim CAS). But, you can see how the mesh is done. You can see that vertices were added and adjusted to round the butt. The thighs are a little bigger. The calves are smoother. The vaginal area is more detailed. That was not done in a few minutes or a few hours, but days and weeks, and then redone several more times since May or June. So, as my beloved mentor @JoshQ says, "Practice and Patience". One major note about my bot meshes, because the feet are attached, I did move the ankles a little, which you can't do with a sim bottom mesh as the feet won't line up.

 

Another is JoshQ's MedBod that you might take apart and look at his mesh in Blender, or one of Nonsequitur's meshes. 

 

Increasing the number of vertices to smooth out curves can be done by using tris to quads and then subdividing selected edges. Then, YOU must manually adjust the new vertices you just created so they make the whole thing more rounded. It can be tedious. Again, patience.

 

Another thing to understand is that TS3 is not the same as whatever game you took that mesh from. TS3 has morphs, and the more you alter a mesh, the more work to make the morphs work. Again, bots are different, as they do not have morphs and are more like the way other games are set up, but still comply to bone structure.

 

Once you have a mesh, then you would use Meshing Tool Kit to convert from object to geom to TSRW wso, re-add bones, fix seams and add morphs... THEN put it into a package. 

 

Ultimately, with smoother vertices, you can achieve your big butt mesh and tiny waist with various sliders that are available to customize sims. )

 

EDIT: To add, something I have learned about bone transfers... Sometimes, when altering a mesh, it is better to work from the geom, as it has the bone assignments. What I found is you can move the actual location of breasts, as example, and the way the bones will move is retained by the geom. 

 

So, import as geom. You will need to learn more about the use of when to and when not to merge vertices and how much. I use around .000001, which basically will only merge the vertices that are already in the exact same location. Then, smooth normals, faces or edges, whichever gives you a smoother mesh. This you export as object with all of your changes. Then, you will use the geom tools to renumber, split seams, etc and export as geom also and call it reference mesh

 

Use Meshing tool kit to convert your object to geom. For some reason, this mesh seems to remain with smooth seams throughout the conversion process. Next use transfer geom bones in tool kit. This imprints the same exact bones as the reference mesh. Now, convert your geom to TSRW wso. Do NOT use the wso tools to change the bones! But, use the seam fixer, then add morphs.

Posted

I'll remind you that once you have that augmented body - top and bottom, matched at seams to each other and to the EA head (face & scalp), and feet... Then you need to make outfits to match that new body design.  Other considerations for excessively augmented bodies... will it match to existing Animation sequences - will hands pass through breasts or butt... or be in the right position?  will the body Armatures be positioned correctly for Morphing sliders. Just because you can do a thing - doesn't mean it is practical or useful. 

The more you augment a body - the more you need to furnish support for that body. New Skin to match the body mesh, new tops, bottoms, and outfits... and if extreme... new animations.  Be creative... not OCD.

 

That is why we try to be as close as posible to EA standards. Let the sliders do most of the work... Let them (users) be able to match other EA and CC garments to your creation. It makes your creations more adaptable - allowing more versatility without sudden jumps in body dimensions, breast and butt size, matches existing game animation sequences, etc. Of course, even if a pet-project that you must make as a one-time thingy... it will need all the bells and whistles to make it show and work correctly.

 

You should try to match both the top and bottom at the same time keeping them as separate groups. Not only at the body mesh but on the UV (if adapting from another games mesh). For making outfits the body is one peice so only seams at neck and feet matter. However, to make separate top & bottom - only that part of the body is used so seams need to be pre-matched.  By matching the top & bottom together - you have a waist seam matched so separates for that body will match in game.  It also creates your separates for the Nude Top & Bottom. 

 

The biggest problem is with re-mapping the UV of a Body Mesh from another game to the EA standard Skin image - also the main reason for using an EA mesh and modifying it - no UV Mapping required.

 

LadySmoks went into detail on how to match a mesh and the tools used. Just do not remap the UV of an EA body.

It is best to start with an EA standard and modify it than to adapt another games mesh. 

  • 2 weeks later...
Posted

Had a little time to make a couple more example pics of things I'm working on for those with little to no meshing experience who wish to try to import foreign meshes to TS3. As Nonsequitur, JoshQ and I have said, it's probably better to start with an EA mesh and learn to "enhance" it within the rules of the existing TS3 rig (bone) structure. From there, you can download and apply many body sliders that are available to fine tune your creation.

 

As has been discussed, the biggest problem you face when trying to import a foreign mesh is the UV mapping... how the image shows on a mesh. TS3 has a fairly standard set up established by EA which most CC makers follow. If your mesh will show "skin", and deviates from the standard, shading of body parts won't line up, especially at major seams such as neck, waist and ankles.

 

Another issue is the rig, or bones. Your mesh must align to what is in the game. Starting with an EA base mesh, learning to "enhance" that mesh within limits and using sliders to get the final results you want will give you something that will ultimately work in the game. )))

 

As big butt and small waist seems to be the goal of some, I have been incorporating this concept into FemmeBot design. Note that the UV mapping of FemmeBots are customized to fit the needs of each bot, BUT remember they are based on original EA standards, not foreign meshes and foreign UV mapping...

 

First, you can see an increase in the number of vertices around the butt. Doing this helps with cutting down the blocky appearance as the vertices are moved further apart, as the butt cheeks are enlarged. The thighs were also made a bit larger, and vertices were added to the calves, which were also increased and smoothed.

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You wouldn't normally see this. I simply made a multiplier using the UV mapping to show the results in TSRW.

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Finally, once in the game, sliders can be used to further enhance the butt and size of the hips, legs, breasts and shrink the waist...

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Once in your game, you can see if you went too far, or if you can go bigger on that butt, or if the sliders do what you want. Nraas and probably other mods will allow you to increase the range of your sliders. Mine are double the EA base range... although I never go that far.

 

A one piece outfit has more fudge room as the waist seam is not a factor. However, if you are making a nude bottom replacement, and wish to use either Cmar's or Gecko's top, you MUST match their waist seam, which is EA's waist seam. Using either Cmar's or Gecko's tops to attach to your bottom mesh will stop the morphing nipples from working.

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