It does NOT work if your item is painted on the sim body mesh.This method only works on the mesh where it’s able to tell the sim body from the clothes or accessory you’re making.This tutorial will not cover some similar steps again.
Please read my tutorial of How to bake shadow for clothing to make sure you understand the basics of baking. ‘correct’ shadow map with just a few steps. Instead of hand-painting it, this tutorial will show you how to use the blender baking to create
It adds depth and makes your item a little more realistic. The shadow map draws shadow on the underneath meshes (which could be either a sim body mesh or another CAS item) covered by your item. The method applies toĪny CAS item that you want to bake its shadow, including necklaces, glasses, hats, rings, bracelets, shoes, clothes of course, etc. NOTE: This tutorial is using a dress and an accessory coat as examples. Anyone could make this braid following youtube tutorials I just compiled the braid + curves for easy use. No credit needed !! This is just a resource for creators.
I like to manually decimate using the edge loops method shown on my blog. I have a subdivision surface modifier applied by default, so it’s HIGHLY recommended that you decimate your mesh. Once your curve modifiers are applied, you can delete the now defunct CURVE braid parts. In the Mesh Braid 2 modifiers tab, delete CURVE BRAID 1, and link the CURVE BRAID 2 in the curves modifier.Īs your absolute last step, you would apply all modifiers and join your mesh parts. The video illustrates how you would use this resource to make your own braid styles.Īlways rename new duplicates! As you can see, I’ve set you up with the first braid. blend file for the latest versions of blender. I will provide some useful presets you can pick from for common materials as well! 1: Shiny metal with polished surface: FFFF00 / Alpha 100%Ģ: Thick rubber with porous surface: 0064FF / Alpha 100%ģ: Shiny polished wood: DB9282 / Alpha 50%Ħ: Very matte while still realistic: 0B34FF / Alpha 70%Ī ready to use. In the blend file, you can either use the RGB color wheel to pick a shade to use on your specular texture project, or test the specular map itself! How does this work? Basically, the RED channel of the specular map determines the roughness of the reflection, the GREEN channel determines the opacity of said reflection, the BLUE channel determines the roughness of the sun highlight and the ALPHA channel determines the opacity of the sun highlight. This Blender file i created lets you emulate the reflection system of The Sims 4 FULLY and in real time. Making a combined map without a guidance from the company that composed it can be a bit of a nuisance!įor a long time, creators would pick the color from EA's objects and go for that, but there's a method to everything! Making a specular texture in The Sims 4 is probably the most misunderstood process of the game's engine. The Sims 4 Reflection Emulation For Blender 2.9 and UP (DOWNLOAD HERE)