please link those ttutorials lmao. I would love to learn
Some programs and tutorials that I’m going to recommend are paid, but ALL OF THEM can be found on torrent websites like thepiratesbay (always click on a download link with a magnet and read comments) and rutracker (requires registration).
- The Sims 4 Studio (free);
- Blender 2.78 (free);
- Marvelous Designer (paid) - check system requirements, older versions are less demanding;
- Zbrush (paid) - you’ll need it only for one feature;
- optional Maya (trial and student versions are free) - check system requirements, older versions are less demanding. When it comes to making clothes, everything you might need it for can be done in Blender. For the future, if you’ll ever consider creating hair PLEASE DO IT IN MAYA OR 3DS MAX IT’D BE MUCH EASIER AND LEARNING THEM WOULD BE TOTALLY WORTH YOUR TIME;
- Graphic editor of your choice, preferably Photoshop.
Here is the order you need to follow for everything to work:
tip 1: First thing first, keep everything organized and give distinctive names - it is very important. Create a folder with your project name and subfolders “meshes”, “textures”, “preview”. If you’re using Maya, make sure there are no spaces, symbols or non-Latin letters in the ENTIRE path. This bitch will give you hell if there are.
tip 2: Create a “base models” folder with exported .blend (nude top, bottom, full body, feet) and .obj files (anything is fine) of all genders and age categories that you plan on making clothes for in the future. Put uv_0 and uv_1 templates there as well.
- Import nude .obj mesh in Marvelous Designer (in meters), make clothes, export as .obj (without avatar, thin, no internal lines or textures);
- To decrease the poly count without negatively affecting the topology and to have good edge flow I suggest you to do retopology. This is why you need Zbrush;
- Blender: open nude/reference .blend mesh, import .obj file, do uv_0, close holes, transfer uv_1 map, transfer weight, vertex-paint, remove doubles, split sharp edges, bake maps, remove covered parts of nude body, combine, set S4Studio CAS Tools;
- The Sims 4 Studio: import lod0, change textures, change everything you need under Categories tab;
- Graphic editor: edit textures;
- The Sims 4 Studio: re-import the textures, save the package, put it in the mods folder;
- Run the game and PRAY;
- Fix everything that is wrong, DON’T FORGET TO DO LODS (make them only after your lod0 is perfect), add swatches, make thumbnails if you want and you’ll be good.
- [Tutorial] How to make sims4 cc with marvelous designer (part 1) (part 2) - pretty much everything you need to know, with the exception of The Sims 4 Studio part and retopology;
- A Very detailed Tutorial about: How to create High-End Clothing from start to end correctly - doesn’t involve Marvelous Designer but covers The Sims 4 Studio well;
- Retopology: Instant Meshes OR Blender + Zbrush OR Maya + Zbrush;
- Elia’s Quick Sims 4 UV_1 Help Mini Tutorial - here you can find the templates I’ve mentioned previously. Also, those chaotic borders can be avoided by splitting your mesh approximately where the seams of the reference mesh are;
- Baking maps: diffuse map (lower quality, higher quality), shadow map, normal map, specular map (general info, example of making);
- Weight: general, manual fixing of issues (1, 2) (the 1 is very important, it can save your nervous system);
- Vertex paint: general;
- Mastering Marvelous Designer: Beginners Course & Advanced Workshops;(FIXED LINK, SORRY)
- Baking Light Maps for Game Environments in Maya and mental ray.
- Full Index of Sims 4 Studio Tutorials (Online Manual);
- CAS & Pose Tutorials;
- Love4sims4′s tutorial tag;
- The SLYD’s tutorial tag.
Problems you may run into and how to fix them:
- Item shines too bright in game - problem with alpha layer of your specular map;
- Entire mesh is flying - weight issue, you need to re-transfer weight;
- Part of the mesh is flying -
weight issue. Go to Edit mode, select a vertex in problematic area, find a group that should not be there under Vertex Weight;
- When you manually paint weight make sure the modifier Armature is applied and your rig is selected in Object drop down menu;
- Baggy mesh does not retain it’s original form and deforms weirdly - you need to fix your uv_1 map;
- Weird shadow - clean you shadow map;
- Weird shadow at the bottom, around sleeves or sharp corners - you need to split the edge loop;
- Dark spots on ambient occlusion map - subdivide surface and re-bake;
- Previous mesh is visible after uploading new lod-s - you need to start from a different item. One thing to note (it may be an issue with my program/game, but I’ll tell just in case it’s not). When you create your package from a nude bottom, accessories like pantyhose will overlay your item’s texture (I’m pretty sure this can be changed in Warehouse tab, but I’m too scared to even go there). When you start from nude top, every time any CAS part is removed, your item of clothes will be taken off as well. If you’ll run into the same problem start from underwear instead.
- When vertex-painting, make sure the hex codes of colors are identical (if the same) or have a very smooth transition (if different). Use blur tool. Otherwise there may be a “split in mesh“;
- When loading lods, nothing shows up - you forgot to
- Before merging packages into one, make sure you didn’t overwrite them in the past. There will be 2 or more pairs of them in game.
Endlessly grateful to all people who shared their knowledge on this subject. Thank you <3
Feel free to drop any questions related to creating The Sims 4 custom clothes (only clothes and shoes, I don’t know anything else yet).