To make it easier to see what we're doing, let's put the mesh into smooth shaded mode by right-clicking and selecting Smooth Shaded. So, right-click on the mesh window and set it to a front projection (Projection->Front). Next, we want to get our mesh into a workable view. To do this, go to the Groups tab and uncheck Autosmooth. So to begin our meshing, the first thing we want to do is TURN AUTOSMOOTH OFF. Under NO CIRCUMSTANCE should you add or delete polys/vertices from the mesh. So, that technique is best left for more advance creators, and will be covered in a separate tutorial. However, frankenstiening requires custom morphs to be made, as well as other intricate bits. The reason why is because the scale and move method allows us to create fantastically custom meshes, without having to create new morphs for them, which is a pain.ĭon't get me wrong, you can delete parts from meshes and even add new pieces from other meshes, this is called Frankenstiening. That means absolutely under NO CIRCUMSTANCE should you add or delete polys/vertices from the mesh. The basic idea is that we are going to reshape our mesh by scaling and moving bits and pieces of the mesh, ONLY. The method that we are going to use is the Scale and Move method, the same method I demonstrated in my Quick Meshing (YouTube) video tutorials. Default skeleton used." will pop up, simply click "Ok". A box saying "Unable to locate bone file. Let's navigate to our three mesh files and select the lod 1 mesh. In Milkshape go to File -> Import -> Q Mesh Sims 3 Geom Importer. So, take a moment now to verify you have everything installed! Remember, you must have the GEOM import/export plugins installed in order to get the meshes into the modeling program. Now that we have our meshes, it's time to start the physical meshing using our 3D Modeling program. However this is a case-by-case thing, so you may or may not have to edit all the lod pieces. So you don't have to import both to edit the mesh. Usually lod1_0 is the main mesh and lod1_1 is something silly, like the index finger (dead serious). Never fear! This just means that the meshes come in parts. Often times you may see meshes with multiple lod pieces: But when you are viewing sims from a distance or the game is still rendering sims, you will most likely see them in lod 2 or lod 3 form. You will see lod 1 during normal - up close - gameplay. Lod 1 is the highest level of detail, where as lod 3 is the lowest. The word "lod" is an acronym that stands for level of detail. simgeom files are the three lod meshes of the shirt.
You can discard the VPXY file as it is not used. There are three SIMGEOM files and one VPXY file. Looking where ever you saved your files, you should now see four new files: I highly recommend you make an independent folder for all of your project work files, as CAS creation can get a little messy.
Choose whatever destination folder you want to save your work files in and click "Okay". A window asking where to save your meshes will pop up. Click Extract Meshes just under the CAS parameters. So now that we've decided which CAS part we are going to clone, it's time to extract some base meshes to build our custom mesh off of.
#Is there a way in game to see which file does have a mesh sims 4 how to#
But what fun is that?! You are most likely reading this tutorial to learn how to really create custom clothing, and making you own meshes adds an extra kick to your creation! We can technically make our Hello Kitty shirt using the already existing EA t-shirt.