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- #Tutorial sims 3 default skin how to
- #Tutorial sims 3 default skin mods
Then you'll need to edit the mesh to fit over the TS4 body because SWTOR meshes have fairly exagerrated anatomy, and the T pose is different from the one TS4 uses, so you'll have to lift the arms or sleeves up, and use sculpt mode or proportional editing to adjust the mesh to sims 4 default body type.Īfter that I usually do UV_1 by using the Data transfer modifies as described in this tutorial by Eliavah. Outfit base meshes that don't explode: Lingerie underwear set for feminine frame, swimsuit for masculine frame, Ayla Secura costume for outfits with shoes (Feminine frame)Īfter mapping the whole texture on the TS4 body, you can merge the chestpiece, belt, and lower body armor together, and adjust the UVs so they don't overlap.
#Tutorial sims 3 default skin how to
Advanced, and also optional, but I used this for my Dread Masters masks: Hide Parts Flags info (aka how to do some HEX editing to hide your sim's hair \ whole head \ etc)Įxport UV map of the original SWTOR model AND the UV map adjusted for the Sims 4 texture, open the SWTOR texture, paste the UV map over it, select the pieces, copy them to the file of the adjusted UV map, scale down and move the pasted textures so they align with the new UV map. Optional, somewhat advanced: GLOWS! (Note: S4s now has an option to add the emission map right under the textures tab, at least for CAS items, but I added a link to this tutorial in case people would like some information). A more in-depth explanation of how the shine map is built. Optional: Specular (shine) maps basic tutorial. Map the texture on the sims 4 body texture (By Feyona on Sims 4 Studio forums). #Tutorial sims 3 default skin mods
But you can merge meshes that are mapped to the same texture together.Īll links lead to various tutorials that explain things better than I do, and are generally helpful in creating mods for Sims 4.
Chestpiece with all its attachments (hoods, shoulder armor, etc)Īll of this has different texture files, so you can't just merge all the files together. The textures for SWTOR models are as following: SWTOR outfits are generally made up of many pieces that mostly have different texture maps. This is very important because when you merge the mesh into the S4S mesh unless the UV maps have the exact same names, they will get erased \ overwritten. Also create another UV map and name it uv_1. IMPORTANT: Go to the properties tab (usually on the right) and navigate to the Data tab (the icon is a little triangle) and rename the UV map to uv_0. Go to UV editing and flip the UVs along the Y axis (SWTOR UVs seem to always import upside down). Depending on the type of mesh, you might want do do different operations, but most of them are common for all mesh types.
When you get the mesh, it's kind of a huge mess.