x How do I create a Sims 3 object?

Resource by Cyclonesue added , read times

Creating objects for experienced meshers is very simple and this page will give you an overview to the steps involved. See What has changed in Sims 3 creating? for the main differences between Sims 2 and Sims 3 creating.

If you're a complete beginner, we have a full set of tutorials that will soon have you creating your first object. The tutorials will teach you how to make and map a mesh from scratch, how to create the various textures and how to put everything into the package in Workshop and make an object ready to install into your game:




If you're an experienced Sims 2 creator, then the following provides a quick summary of the processes involved. You might also be interested in: What has changed in Sims 3 creating?

Replacing the mesh...

As with Sims 2, you start by choosing an object to use as a base in TSR Worskhop 2.0 (this object ideally will offer the same behaviours and positioning you require for your object: if you want Sims to perform a specific action with your object or you require the object not to be attached to a wall, then pick an EA object that already offers that behaviour).

Next, replace the EA mesh with your mesh. The mesh will need its vertices assigning to the joints as used by the original EA object (this is usually a simple case of importing the EA mesh into Milkshape 3D (the only application currently that works with Sims 3 joints), then replacing this with your mesh and assigning your mesh vertices to the same joints used by the EA mesh. The majority of objects have both a high and low detail mesh that you will need to replace, and also sun shadow meshes for both of these which the Workshop can generate for you. Some objects combine more than one object (for example: counters and fireplaces) but all the objects are combined in one package. To see how you access all objects in a multi-object file, see How do I make a counter in Workshop?



Replacing the textures...

You then need to replace the textures in Workshop with your textures. Texturing initially seems more complicated than it was for Sims 2, but essentially you are simply creating different layers (shadows, light reflections, fixed decals and a map to determine which pattern colours what) that will be merged together to mage a final image in the game (a complate). The primary images needed for all creations are multipliers, RGB Masks and speculars, with optional overlays and stencils. There are additional textures such as materials, dirt overlays and wall masks needed by some creations too, and all these are described in detail in Object Creation Part 2: Object Textures.



Updating the project details...

Finally, you edit details such as name and description that will be displayed in the game catalogs when a creation is chosen, together with ticking all catalog entries (e.g. surfaces/table/dining and rooms/kitchen etc). You're then ready to export your creation as a completed Sims3Pack file ready for installation.

Referenced from:

Keywords:

objects | shadows | programs | meshes | textures | creations | workshop
 
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