Sesquipedalian Pisciform
retired moderator
Original Poster
#1 Old 4th Nov 2013 at 3:44 PM Last edited by HystericalParoxysm : 14th Jun 2014 at 2:22 PM.
Default TS3 Object Meshes (Build,Buy,Neighbourhood)
These are the rubrics that MTS staff use for evaluating TS3 object meshes shared here.




Quality
1. Polygon Counts
2. Crisp, unpixellated textures
3. UVMapping
4. Seams
5. Presets
6. Specular
7. Multiplier
8. Castability
10. Proper shadows
11.Painting Recolors

Files
1. File Type
50. (From common rubrics) Rar, zip, 7z

Information
1. (From common rubrics) Title
2. (From common rubrics) Description
3. Catalog Location, Name and Price
4. Polygon Counts
5. Expansion Packs and Stuff Packs required
9. PatchNumber

Screenshots
1. Show all items
2. **Show all presets
3.**Show channels
4. In-game
50. (From common rubrics) Size
51. (From common rubrics) Lighting
52. (From common rubrics) Clarity
53. (From common rubrics) Distance
54. (From common rubrics) Distortion
55. (From common rubrics) Photoshopping
56. (From common rubrics) Attached
57. (From common rubrics) Show all items
58. (From common rubrics) Inline images

Other
1. (From common rubrics) Pay or pirated content
2. (From common rubrics) Adult content
3. (From common rubrics) Content we do not allow
4. (From common rubrics) Credits

Special

Note: These are the only rubric items that can be rejected for on their own, with no other rubric items selected at all.

1. (From common rubrics) Uploader requested
2. (From common rubrics) Stolen content
3. (From common rubrics) Other
4. (From common rubrics) Duplicate
5. (From common rubrics) Uploads in Sets
6. (From common rubrics) Not Completed Requested Changes


Note to moderators: This first post (the summary) must be maintained manually. If you delete or add a rubric item or reorder anything, please edit this first post. All edits to Common Rubrics requiring editing its summary must be manually updated on every single individual rubric thread. Please copy the # link to use in the summaries, not the post number, to view the individual post.
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Sesquipedalian Pisciform
retired moderator
Original Poster
#2 Old 4th Nov 2013 at 4:30 PM Last edited by Nysha : 4th Aug 2014 at 9:19 PM.
Default Quality|1|Polygon Count
Quality

1: Please give a polygon count for the object

1: Your poly count for your object is far too high. Please try and reduce your poly count - see Low Poly Modelling Guide

3: Your mesh is a little higher poly than is optimal, but is fine.

5: Your mesh spends it's faces wisely and is not unnecessarily large or bloated. The lower powered machines will thank you.
Sesquipedalian Pisciform
retired moderator
Original Poster
#3 Old 4th Nov 2013 at 9:35 PM Last edited by leefish : 18th Nov 2013 at 4:45 AM.
Default Quality|2|Crisp, Unpixellated Textures
Quality

1:Your textures are very blurry or pixellated, which obscures the details of your texture. If you're using an image for texturing (photoskinning or otherwise), make sure you're not scaling up your image - if it's a logo or design, you should have to shrink it to fit on your texture, not make it bigger.

2:Your textures are blurry or pixellated, which obscures the details of your texture. If you're using an image for texturing (photoskinning or otherwise), make sure you're not scaling up your image - if it's a logo or design, you should have to shrink it to fit on your texture, not make it bigger.

3:Your textures are reasonably crisp, though some areas are still a little blurry.

5:Your textures are nice and crisp. Good job!
Sesquipedalian Pisciform
retired moderator
Original Poster
#4 Old 6th Nov 2013 at 8:42 AM Last edited by leefish : 18th Nov 2013 at 4:45 AM.
Default Quality|3|UVMapping
Quality

1: Your texture is very distorted. You can reduce the distortion by making sure that the UV map is appropriate - it should look like a flat origami of your mesh - and by ensuring that the scale of the map is consistent all over. For more info on why textures may be distorted, see: TS3 Meshing FAQ: My Texture is Distorted!

2: Your texture is distorted in some areas. You can reduce the distortion by making sure that the UV map is appropriate - it should look like a flat origami of your mesh - and by ensuring that the scale of the map is consistent all over. For more info on why textures may be distorted, see: TS3 Meshing FAQ: My Texture is Distorted!

3: Your texture is mostly smooth and even, but there are some areas which are distorted. For more info on why textures may be distorted, see: TS3 Meshing FAQ: My Texture is Distorted!

5: Your texture fits your mesh beautifully. Fantastic!
Sesquipedalian Pisciform
retired moderator
Original Poster
#5 Old 6th Nov 2013 at 9:04 AM Last edited by leefish : 18th Nov 2013 at 4:46 AM.
Default Quality|4|Seams
Quality

1:There are some very obvious seams on the object causing the texture to seem disjointed.

3:There are some texture seams on the object, although they are not too visible and they don't disrupt the overall look of the object.

5:There are no visible seams on your texture. Well done!
Sesquipedalian Pisciform
retired moderator
Original Poster
#6 Old 6th Nov 2013 at 9:27 AM Last edited by Nysha : 1st Dec 2013 at 7:41 PM.
Default Quality|5|Presets
Quality

1: The location of the channels on the object don't match the texturing. Areas that seem like different parts should be different channels so they can be CASTed separately. To change your mask and presets easily, try Texture Tweaker. | Texture Tweaker

2: The colours or patterns you've used on your object are not appropriate to your object (e.g. a stone pillow). To change your mask and presets easily, try Texture Tweaker. | Texture Tweaker

3: The colours and patterns you've chosen for your object are very bright or clash, but are overall ok.

4: The colours and patterns you've chosen for your object look good!

5: The colours and patterns you've chosen for your object work really well together, fantastic choices!
Sesquipedalian Pisciform
retired moderator
Original Poster
#7 Old 7th Nov 2013 at 5:06 AM Last edited by leefish : 22nd Nov 2013 at 5:10 AM.
Default Quality|6|Specular
Quality

1: Your object is much too bright. Please adjust your specular, see: TS3 Meshing FAQ: My Mesh is Shiny!

1: Your object is much too dark. Please adjust your specular, see: TS3 Meshing FAQ: My Mesh is Shiny!

3: Your object is rather bright/dark/shiny, but not so much that it's not acceptable . For future objects, see: TS3 Meshing FAQ: My Mesh is Shiny!

5: Your object's specular is just right. Thanks!
Sesquipedalian Pisciform
retired moderator
Original Poster
#8 Old 8th Nov 2013 at 3:22 AM Last edited by leefish : 22nd Nov 2013 at 7:56 AM.
Default Quality|7|Multiplier
Quality

1: The multiplier appears to be completely flat or "bucketfilled". All items, even flat ones, should have at least some highlight and shadow details. For more help with this please see | Tutorial:_Designer_Rugs#Making_the_Multiplier or Bake a Multiplier For S3 Objects

2: You have a good start on the multiplier but it needs a bit more work to give your object a realistic 3D look. For more help with this please see| Tutorial:_Designer_Rugs#Making_the_Multiplier or Bake a Multiplier For S3 Objects

3: There are highlights and shadows on your object. For more information on how to get even better multipliers see | Tutorial:_Designer_Rugs#Making_the_Multiplier or Bake a Multiplier For S3 Objects

5: The highlights and shadows look fantastic and they suit the item well. Thank you.
Sesquipedalian Pisciform
retired moderator
Original Poster
#9 Old 8th Nov 2013 at 3:32 AM Last edited by leefish : 6th Dec 2013 at 2:44 PM.
Default Quality|8|Castable Options
Quality

1: The creation(s) appear to be completely non-recolorable. Sims 3 allows to have up to 4 recolorable channels in game, and it's required to use at least the number of channels available in the cloned object whenever it's possible.

2: The creation(s) are recolorable, but they have non-recolorable areas which should be recolorable. Sims 3 allows to have up to 4 recolorable channels in game, and it's required to use at least the number of channels available in the cloned object whenever it's possible.

3: Your creation(s) are recolorable, but it would be good if they made better use of the RGB channels available.
3: Your creation(s) are not castable but you have explained why not in the text (and it is a reasonable explanation).

5: Your creation(s) are fully recolorable and make a good use of RGB channels.
Sesquipedalian Pisciform
retired moderator
Original Poster
#10 Old 8th Nov 2013 at 5:01 AM Last edited by leefish : 18th Nov 2013 at 9:22 AM.
Default Quality|10|Proper Shadows
Quality

1: This object has no shadows at all. Most TS3 Buy Mode objects have three kinds of shadows: sunshadows, interior dropshadows and dynamic indoor shadows. Particular attention should be paid to the shadow shape actually matching the object. For help with your shadows, see: TS3 Meshing FAQ: Shadows

2: This object has some but not all of it's shadows. Most TS3 Buy Mode objects have three kinds of shadows: sunshadows, interior dropshadows and dynamic indoor shadows. Particular attention should be paid to the shadow shape actually matching the object. For help with your shadows, see: TS3 Meshing FAQ: Shadows

3: While this object has all the necessary shadows, they could match the shape of the object better. For help with your shadows, see: TS3 Meshing FAQ: Shadows

5: This object has excellent shadows! Thanks for paying attention to the details.
Sesquipedalian Pisciform
retired moderator
Original Poster
#11 Old 8th Nov 2013 at 5:19 AM Last edited by leefish : 20th Nov 2013 at 4:46 AM.
Default Files|1|File Type
Files

1: This is not a Sims3 compatible file. Suitable file types for upload are sims3pack or .package files. Most object uploads will be .package files.

5: This is the correct file type, thank you
Sesquipedalian Pisciform
retired moderator
Original Poster
#12 Old 8th Nov 2013 at 6:20 AM Last edited by leefish : 20th Nov 2013 at 4:46 AM.
Default Information|3|Catalog Location, Name and Price
Information

1: You've forgotten to include the catalog location, in game name, and in game price of your new mesh. Downloaders need to know where to find your object in game.

2: You've forgotten at least one of the three required pieces of information: catalog location, in game name, in game price. Please add in what is missing.

5: Thanks for letting us know the catalog location, in game name, and in game price of your item.
Sesquipedalian Pisciform
retired moderator
Original Poster
#13 Old 8th Nov 2013 at 7:03 AM Last edited by leefish : 20th Nov 2013 at 6:55 PM.
Default Information|4|Polygon Counts
Information

1: No polygon counts are listed in the upload text. Please provide a polygon count for all objects. To find the polygon counts, use your package editor to find the polygon count. Detailed instructions here| TS3 Meshing FAQ: How do I get my poly count

2: There are some polygon counts missing. Please provide a polygon count for all objects. In the case of objects with an identical polycount diagonal mesh it is ok to say in your post that the polygon counts apply to straight and diagonal versions of each mesh.

4: All polygon counts are listed, thank you.

5: All polygon counts are listed in a clear easy to read manner. Thank you.
Sesquipedalian Pisciform
retired moderator
Original Poster
#14 Old 12th Nov 2013 at 9:24 AM Last edited by leefish : 20th Nov 2013 at 4:47 AM.
Default Information|5|Expansion Packs and Stuff Packs required
Information

1:You have either marked some EPs or SPs as required which are not required for your creation to work, or you have forgotten to mark some EPs or SPs which are required as such. Please double check that your EP and SP requirements are clear and correct.|MTS2:Creator Guidelines/Compatibilitywiki

5:The EP and SP requirement information in your upload is correct. Thankyou!
Sesquipedalian Pisciform
retired moderator
Original Poster
#15 Old 12th Nov 2013 at 10:16 AM Last edited by leefish : 20th Nov 2013 at 4:47 AM.
Default Screenshots|1|Show all items
Screenshots

1:You have not shown all the items you have uploaded in your screenshots. Please show each item you have uploaded.

2:You have shown all the items but the pictures are too small to see them.

3:Your screenshots show all the items you have uploaded, however bigger pictures would make it easier for downloaders to see the details clearly.

5:Your screenshots show all the items you have uploaded. Thank you.
Sesquipedalian Pisciform
retired moderator
Original Poster
#16 Old 12th Nov 2013 at 11:02 AM Last edited by leefish : 20th Nov 2013 at 4:52 AM.
Default **Screenshots|2|Show all presets
Screenshots

1:You have not shown all the presets in your screenshots. Please show each object in any one preset and any additional presets you have uploaded as thumbnails.

2:You have shown all the presets but your presets thumbnails are too small to see the effect on the object.

3:Your screenshots show all the presets you have uploaded, however bigger thumbnails would make it easier for downloaders to see the details clearly.

4:Your screenshots show all the presets you have created. Thank you.

5:Your screenshots show all the presets you have created and your thumbnails give a clear idea of the object details. Thank you.
Sesquipedalian Pisciform
retired moderator
Original Poster
#17 Old 20th Nov 2013 at 4:45 AM Last edited by Nysha : 26th Jan 2014 at 10:23 PM.
Default **Screenshots|3|Channels
Screenshots

1: You have not included an image of your object's channels. When uploading an item to MTS it is a requirement that the object is shown so that downloaders can see which channels are which; this can be done using different colours. You must also show the CAStable channels in a chequered pattern to demonstrate that the UV mapping is not distorted; you can do this as a separate screenshot, or you can combine the channels screenshot and the mapping screenshot.

2: Your images show the object's channels, but they don't show the channels in a chequered pattern to demonstrate that the UV mapping is not distorted.
2: Your images show the object in a chequered pattern to demonstrate that the UV mapping is not distorted, but they don't clearly show the different CASt channels on the object.

5: Thank you for showing off your object's channels.
Me? Sarcastic? Never.
staff: administrator
#18 Old 31st May 2014 at 1:35 PM Last edited by PharaohHound : 10th Aug 2016 at 9:14 PM. Reason: replace with updated version
Default **Quality|11|Painting Style
1:The artwork on these paintings looks too photo-realistic or otherwise doesn't blend in well with the game style. Try playing around with the images to produce something which looks more like EA paintings. This tutorial has some great ideas to start with.
3:The artwork on these paintings mostly matches the game style, though some aspects look a little out of place. It might be nice to try playing around with the images to produce something which looks more like EA paintings. This tutorial has some great ideas to start with.
5:The artwork on these paintings matches the game style wonderfully!
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