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Top Secret Researcher
Original Poster
#1 Old 19th Oct 2022 at 2:15 PM
Default Warped textures on a 2to3 object
Hello again! I'm afraid I have to ask for help once more..

I'm converting this chair from TS2. Mesh is fine and all, but you see the textures are (although it isn't that obvious if you use some wood patterns)



I can guess the problem lies with the UV of the mesh itself, but have absolutely no idea how to work around it. Anyone there who could point me to the right direction?

As always, thank you very much in advance!
Screenshots

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#2 Old 22nd Oct 2022 at 1:26 PM
Quote: Originally posted by aisquared
Hello again! I'm afraid I have to ask for help once more..

I'm converting this chair from TS2. Mesh is fine and all, but you see the textures are (although it isn't that obvious if you use some wood patterns)



I can guess the problem lies with the UV of the mesh itself, but have absolutely no idea how to work around it. Anyone there who could point me to the right direction?

As always, thank you very much in advance!

There is a lot on UV mapping. You do not mention which program you use. I use Blender... https://renderguide.com/blender-uv-mapping-tutorial/ https://www.makeuseof.com/blender-uv-mapping-tips/ https://docs.blender.org/manual/en/...ying_image.html
Or just try search engine "Blender UV mapping".
Theorist
#3 Old 26th Oct 2022 at 6:22 AM
I think you can just adjust the vertex positions on back arched line to make texture squares look less trapezoid. And that's enough.

But if you like some brain work you could do the full uv map reworked. Then you can piel the whole mesh on elements and create the map for each using standart tools usually exist (at least I saw that in 3ds Max and Uv mapper classic) chair legs are cylinders, side planks are plain pieces and chair back is the chord piece of side cylinder surface.
The seating cushion borders could be adjusted to pattern square. And this would be the best.

Choose the method you find suitable your time and your preferences.

Here you can see more of my creations and conversions for sims 3. ;) I`ll glad to see your comments in.
Top Secret Researcher
Original Poster
#4 Old 28th Oct 2022 at 6:03 PM
Quote: Originally posted by LadySmoks
There is a lot on UV mapping. You do not mention which program you use. I use Blender... https://renderguide.com/blender-uv-mapping-tutorial/ https://www.makeuseof.com/blender-uv-mapping-tips/ https://docs.blender.org/manual/en/...ying_image.html
Or just try search engine "Blender UV mapping".


I forgot to mention I use MilkShape mainly for meshing, since I totally suck at Blender (been using it only to bake textures though..). And I think I've gotten around editing the UV using MilkShape.

Quote: Originally posted by Victor_tor
I think you can just adjust the vertex positions on back arched line to make texture squares look less trapezoid. And that's enough.

But if you like some brain work you could do the full uv map reworked. Then you can piel the whole mesh on elements and create the map for each using standart tools usually exist (at least I saw that in 3ds Max and Uv mapper classic) chair legs are cylinders, side planks are plain pieces and chair back is the chord piece of side cylinder surface.
The seating cushion borders could be adjusted to pattern square. And this would be the best.

Choose the method you find suitable your time and your preferences.


Yes, like I said above I think I've managed to edit the UV by maniplualting the vertices here and there plus changing the pattern tiling in TSRW. But I think it still needs more work since the TS2 mesh was super complicated to tweak to begin with..

Thank you so much for your inputs!

By the way, here's how it went so far..

Screenshots

Looking for something converted to TS3? Visit Xto3 Conversions Finds for all your xto3 needs.
Main simblr: aisquaredchoco ( ͡° ͜ʖ ͡°)
My downloaded cc: ts3ccreblogsbyaisquared
Buy-build defaults database
Forum Resident
#5 Old 3rd Nov 2022 at 10:00 PM
Quote: Originally posted by aisquared
I forgot to mention I use MilkShape mainly for meshing, since I totally suck at Blender (been using it only to bake textures though..). And I think I've gotten around editing the UV using MilkShape.



Yes, like I said above I think I've managed to edit the UV by maniplualting the vertices here and there plus changing the pattern tiling in TSRW. But I think it still needs more work since the TS2 mesh was super complicated to tweak to begin with..

Thank you so much for your inputs!

By the way, here's how it went so far..


I have never gotten the hang of MS, although so many use it for various things. Your pics look like an improvement over the first! How does it look in game? And yes, TSRW tiling can help a bit, but not with things like the arched part. )))
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