x How do I create a Sims 3 object?
References
- Milkshape 3D
- TSR Worskhop 2.0
- Object Creation Part 2: Object Textures
- Object Creation Part 1: The...
- What has changed in Sims 3 creating?
- How do I update the sunshadow of an...
- How do I make a counter in Workshop?
- How do I assign my vertices to joints...
- What programs do I need for meshing...
- What graphics programs do I need for...
- What is a stencil?
- What is an overlay?
- What is an RGB/RGBA Mask?
- What is a multiplier?
- What is a specular?
- Why are there high AND low detail...
- TSR Workshop - An A-Z Manual
Creating objects for experienced meshers is very simple and this page will give you an overview to the steps involved. See What has changed in Sims 3 creating? for the main differences between Sims 2 and Sims 3 creating.
If you're a complete beginner, we have a full set of tutorials that will soon have you creating your first object. The tutorials will teach you how to make and map a mesh from scratch, how to create the various textures and how to put everything into the package in Workshop and make an object ready to install into your game:
What programs do I need for meshing and 3D modelling?
What graphics programs do I need for patterns and textures?
Object Creation Part 2: Object Textures
TSR Workshop - An A-Z Manual
If you're an experienced Sims 2 creator, then the following provides a quick summary of the processes involved. You might also be interested in: What has changed in Sims 3 creating?
Replacing the mesh...
As with Sims 2, you start by choosing an object to use as a base in TSR Worskhop 2.0 (this object ideally will offer the same behaviours and positioning you require for your object: if you want Sims to perform a specific action with your object or you require the object not to be attached to a wall, then pick an EA object that already offers that behaviour).
Next, replace the EA mesh with your mesh. The mesh will need its vertices assigning to the joints as used by the original EA object (this is usually a simple case of importing the EA mesh into Milkshape 3D (the only application currently that works with Sims 3 joints), then replacing this with your mesh and assigning your mesh vertices to the same joints used by the EA mesh. The majority of objects have both a high and low detail mesh that you will need to replace, and also sun shadow meshes for both of these which the Workshop can generate for you. Some objects combine more than one object (for example: counters and fireplaces) but all the objects are combined in one package. To see how you access all objects in a multi-object file, see How do I make a counter in Workshop?
Why are there high AND low detail meshes?
How do I update the sunshadow of an object?
How do I make a counter in Workshop?
How do I assign my vertices to joints in Milkshape?
Replacing the textures...
You then need to replace the textures in Workshop with your textures. Texturing initially seems more complicated than it was for Sims 2, but essentially you are simply creating different layers (shadows, light reflections, fixed decals and a map to determine which pattern colours what) that will be merged together to mage a final image in the game (a complate). The primary images needed for all creations are multipliers, RGB Masks and speculars, with optional overlays and stencils. There are additional textures such as materials, dirt overlays and wall masks needed by some creations too, and all these are described in detail in Object Creation Part 2: Object Textures.
What is a multiplier?
What is an RGB/RGBA Mask?
What is a specular?
What is an overlay?
What is a stencil?
Updating the project details...
Referenced from:
- Resource What has changed in Sims 3 creating?
- Resource How do I use the Workshop?
