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Test Subject
Original Poster
#1 Old 25th May 2008 at 3:12 PM
Default what happened to this mesh?
i come here again...
i want to make a bowknot for my sims.
and i put a material on it in milkshape...
but it shows like this

there is no material showed on the right top one...
what happened to it and what should i do?
thanks very much...
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Banned Asshat
#2 Old 25th May 2008 at 3:46 PM
Didn't you zoom in to close? :D

If you didn't....it looks like a copy of the left one right?
You might have to reverse the faces and alligne the normals again
Test Subject
Original Poster
#3 Old 25th May 2008 at 3:52 PM
er yes i did that...
and er so how could i reverse the faces and alligne the normals again ?
sorry for my bad english...
world renowned whogivesafuckologist
retired moderator
#4 Old 25th May 2008 at 4:44 PM
Use the face select mode to select the inverted faces. If you right-click on the 3D view and choose "wireframe overlay" it will make it easier to see exactly what you have selected. I personally find it easiest to make sure "by vertex" is checked in the face select mode, so you can click and unclick particular vertices to select and deselect, rather than clicking and dragging a box over the faces you want. When you get the black faces selected, under the Face menu, choose "Reverse Vertex Order" and then under the Vertex menu, "Align Normals." If align normals doesn't show up, you need the msAlignNormals plugin which you can find here: http://www.modthesims2.com/showthread.php?t=139859

my simblr (sometimes nsfw)

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Panquecas, panquecas e mais panquecas.
Test Subject
Original Poster
#5 Old 28th May 2008 at 5:30 AM
er thanks very much for HystericalParoxysm's help and i have got it OK.
but I came across a new problem...
when I look in BS ,there is no texture at all.it's all grey.
I'm sure i have connect them,and i named its group as "frame"
but how it come?
thanks again and again...
Scholar
#6 Old 28th May 2008 at 1:18 PM
Did you uv-map the bow? You need to give it a place on the texture, and edit the alpha of the texture to have it show up.

Please visit WickedNoukFamily Forum for my creations.
Can't take requests, I'm completely swamped with unfinished projects! :O
Test Subject
Original Poster
#7 Old 28th May 2008 at 2:59 PM
er,yes,now I am sure I haven't done that...
thanks nouk very much...
er er...
but hao can I do that...(;_:)
Banned Asshat
#8 Old 28th May 2008 at 3:01 PM
start with the tutorials
Test Subject
Original Poster
#9 Old 28th May 2008 at 4:07 PM
er,yes I first study it with a tutorial written in chinese and it hasn't got anything with uv.
but I think it has nothing to do with it.
as i have put a hole texture on it and i think it may got a thing with one colour.
and i just look some tutorials i may not understand it ... but it just save the pic of it...
will it work?thank u very much...
Banned Asshat
#10 Old 28th May 2008 at 10:09 PM
Every new mesh part you have to fold out on the uvmap, otherwise you will not be able to texture it properly.
I can tell you the whole story but there are enough tutorials that explain it much better.
Take DR Pixel tut for mapping shoes, that one will help you.
http://www.modthesims2.com/showthread.php?t=145153
Test Subject
Original Poster
#11 Old 30th May 2008 at 5:56 PM
er yes i tried again...
but er picture...
in milkshapebut in bs

and i open SimPE again the texture...

but my pic was this

why it is...what can i do...
thanks and thanks again...
Banned Asshat
#12 Old 31st May 2008 at 12:52 AM
When a custom mesh is done then save it as a ms3d file.
Then open that file with a uvmapper(lithunwrap)and save(extract)the uvmap.
Save it as a 512x512 file, also look if the bow fits nice on the map.
If not go back to milkshape and fix the uvmap(moving the parts) on a 512x512 bmp.

When back in bodyshop make sure your texture file also is a 512x512file, if not change it.(both the color file and the alpha.)
You now can past the extracted uvmap on the bmp files so that you exactly know were you have to put the bow on it.

It also seems there is something wrong with the format of the file.
If your picture has the correct size and format you can try to import it with simpe.
Test Subject
Original Poster
#13 Old 31st May 2008 at 4:36 AM
yes thank u very much...
i import it again and it is ok now...
and i think it was because i have add a size for it ...but if i cant't do that
it will be unclear...
er if there any way to add a size for it...
go on thanking...it is really kind of u...
Banned Asshat
#14 Old 31st May 2008 at 10:20 AM
you can only use the default sizes i think,
1x1
2x2
4x4
8x8
16x16
till 2048x2048

With the bow i should try to fit the textures(picture) on a 512x512 texture file and load it with simpe.
You can use that same file in milkshape to adjust your parts on the uvmap.
Thats the way i work myself.
Test Subject
Original Poster
#15 Old 31st May 2008 at 1:36 PM
er but when i use a bigger one instead the old one .when i open it again there isn't any texture showed at all.is it not normal?
i think i'm really not gifted thanks blurr really...
Banned Asshat
#16 Old 31st May 2008 at 6:52 PM
make sure you change both the recolor file and the alpha bmp when in bodyshop.
importing in SimPE is a bit more difficult as you have more options.
But if its to hard, put up the file
Test Subject
Original Poster
#17 Old 3rd Jun 2008 at 5:27 AM
er thanks for blurr's help at last it came out...
though not very good i like it o(∩_&#8745o...

really thanks谢谢...o(∩_&#8745o...
Banned Asshat
#18 Old 3rd Jun 2008 at 10:46 AM
Looks pretty nice to me
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