#also i don't really like sharing the files for my models to begin with. normally they only go to whoever commissioned/requested the model
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theworldlookswhite · 6 months ago
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i've been posting timelapses of some of my blockbench models to youtube, and i've got people asking for the model files in the comments.. don't really know how to feel about it
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rstarsims3 · 1 year ago
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Hi! What tutorials helped you learn how to mesh clothes in Blender? Or what tutorials or tips would you recommend? Thank you
Hi,
I've watched a lot of character modelling videos on YouTube to get better acquainted with Blender. What I can recommend for you to watch is this 10-part tutorial by Darrin Lile. The creator even provides the images he's working with which makes his workflow easier to follow. The notions you'll learn here will help you create basically anything in Blender, from a bed to a crop top to a bridge.
Another good series you can watch -and specifically made for creating clothing in TS3 - is this one by Lyralei.
Once you're more comfortable with Blender, you can search all kinds of tutorials (like how to mesh flowers, coats, skirts, pillows, etc)., if you're interested and need further clarification.
What I strongly recommend is for you to export the EA game meshes and break them apart in Blender to see how the dev team has approached the category you're interested in. At the beginning, I wouldn't look too much at anyone's meshes except EAs because every creator has their own style and views over what a reasonable polycount is (you can have the same skirt at 2k or 4k- for instance, depending on how much detail you want to add to the mesh). But it is useful to look at other creator's meshes when you deal with transparency, for example.
You can also try to convert CAS stuff from TS4 if you have the possibility. This helped me a lot in getting used to meshing in general because, while being similar to TS3s, their meshes are a bit more detailed (a belt is often painted on the mesh in TS3, but in TS4 the belt will be meshed).
Another important process in Blender is UV mapping. Because it's TS3 and you can't get away with wonky and stretched textures -as long as you make your stuff recolorable, that is - you need to pay special attention to this part.
In general, for Blender I'd say:
keep your polycount in check; too detailed/high poly meshes will "explode" in the game;
close the openings on a mesh (where the sleeves, pants or skirts/dresses end); I also UV unwrap these and find them a spot on the UV layout to make the textures more cohesive.
avoid using the "subdivision surface" modifier as it increases the polycount too much;
try to delete as much of the body under the clothing mesh as possible (I'm also doing this part in Blender for a while now and it's a lot better, easier and more precise to crop it; it helps a lot with avoiding clipping too);
for baggy clothing you can use a plane or cylinder to start with; for skin-tight clothes you can use the EA body meshes ((like in the second link);
If you're really set on creating custom clothing -and sharing your stuff- I'd get used to some good practices from the beginning (because we humans tend to get used to do things one way and keep at that from there on):
create all the LODs required for your item (if it's clothing you'll need all these three: HLOD, MLOD and LLOD) and load them into TSRW. This way your carefully crafted blouse won't change into a t-shirt when zooming out in the game.
in TSRW leave only the maps/images you created for your item. Delete everything else.
for every LOD in TSRW, go to Mesh -> HLOD (MLOD, LLOD)-> Material and load your maps by using Browse. Don't import over the same map again.
textures are really important and the more time you spend working on them, the better your item will look. It's very useful to know how to create normal maps as they add depth to your mesh.
never export packages directly from TSRW as it doesn't compress your file the way it does for sims3pack files. Export as sims3pack, use S3RC to compress it further, then use the Sims 3 Pack Extractor to convert into packages.
Note: When I say TS3 and TS4 meshes, what I'm referring to is meshes from the games, not CC. Also what you're going to learn here is how to make Maxis-Match content for TS3, which I do 90% of the time. The only differences is that my textures are usually more "alpha" looking. I've got a similar ask a while ago if you want to check it out.
The most important thing is to keep at it and don't get discouraged. All this info might seem like a lot now but with practice you'll get used to it. Start with something easy like a tube top and see how it goes. If you have any more questions you can contact me again, either through ask or through DM if you feel comfortable.
Hope this helps!
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mangom1lk · 2 years ago
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recently watched (well, listened to) @nezumiva 's new undertale video and i finally understood what the genocide route is supposed to be and why i don't like it all that much.
i used to be under the whole delusion that the genocide run was genuinely a commentary on the morals of the player. this led to confusion on why it was even in the game to begin with. i failed to make the connection between "don't you have anything better to do" and the mechanical execution of the route. if the game is trying to punish you for being a bad person, why even include the option to make that choice to begin with?
i also used to feel that the "don't you have anything better to do?" stuff was intended to guilt trip you for playing the game *at all*. i used to think that under the game's rules, you were intended to play true pacifist exactly once and never replay the game. so, that's what i did at first. i put the game down for like five years and never came back to it. eventually i did come back because i felt that "rule" was stupid even if it was true and i replayed the game. i had an okay time. i did also try genocide this time and i skipped all the text because i had already learned about the run's contents online, bailing before the game "taints" your save file.
...and that's where i feel genocide goes wrong, really. now that i know it's just commenting on how the player is wasting their own time with genocide, i kind of understand what was being attempted and why it was a mistake, at least in execution. see, toby fox was a bit naive when he first released the game. he thought that people would never share any of this information online if he just asked them not to. he placed internal files to try and deter TCRF researchers, which were later removed in an update. he included the "dirty hacker" ending. he genuinely trusted that the only people to find this route would be those who actually tried grinding in order to see what would happen. i imagine for folks who did that, the genocide route's message actually does hit home.
i do understand that toby never expected the game to get big, that's another thing mentioned in the video. but... fact is, things were primed for people to play the pacificst route, dive into the fanbase like normal people, and find out about the genocide run secondhand. this is what happened to me. i genuinely didn't even catch on to the fact that grinding was required for a little while because i simply didn't know about it. i just thought the route was activated if you killed every monster you came across. in that context, the entire point of the run completely fails to land. you'll get people like me asking why it's in the game. "don't you have anything better to do than wasting your time on grinding to see what will happen" becomes "don't you have anything better to do than play the widely publicized alternate route that i myself put into my game". it just... gives the whole thing a pretentious air, one that was completely unintended.
i think the chara stuff was also a mistake in conjunction with this. in general there is a lot of material in undertale that is ripe for misinterpretation, even with the intended introduction to the concepts. it's quite clear this was a first attempt on toby's part, therefore.
thankfully i think toby learned from his mistakes. deltarune is not only a far larger story with a lot more intrigue as the focus, it's also an episodic release. with this model, toby ensures there are secrets that will always remain as such until the next chapter(s) have been released. the snowgrave route in chapter 2 is framed a lot less ambiguously than genocide as well, to the point where actually playing the route is a far more character-focused experience than undertale's genocide. it is exactly what genocide pretends to be: an alternate route. it builds upon the story and adds new elements to the world. this isn't the only place i think deltarune improves, but it's an important one, and i feel deltarune will be a far greater title than undertale when it is finally complete.
that's all :) this revelation has improved my opinion on undertale itself somewhat, too, though i still have the rest of my criticisms (the visual style doesn't quite work for me, it runs at THIRTY FRAMES PER SECOND in fake 640x480 - just 320x240 upscaled with a handful of smaller assets, the pacing is not always the best, etc). i'll be sure to keep revisiting it from time to time though, now that i know that's allowed :p
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joybrayden · 5 years ago
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Read Also:- 8 best SEO free tools for your business
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