Difference between revisions of "MTS2:Creator Guidelines/Sims 3 Objects/Sandbox2"

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* '''Object Recolor:''' You have changed the overlay or other parts of an object's texture files - with or without editing the mesh.  
 
* '''Object Recolor:''' You have changed the overlay or other parts of an object's texture files - with or without editing the mesh.  
  
* '''CAST Recolor:''' Recolours of existing objects, done in-game using the Create-a-Style tool to change the colours/patterns applied. '''We do not accept CAST recolours at MTS.'''
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* '''CAST Recolor:''' Recolours of existing objects, done in-game using the Create-a-Style tool to change the colours/patterns applied. ''We do not accept CAST recolours at MTS.''
  
 
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! style="text-align:left;background-color:#D0E4E5;font-size:120%;font-weight:bold;border:1px solid #a3bfb1;text-align:left;color:#000;padding:0.2em 0.4em;" | Good shading (*)
 
! style="text-align:left;background-color:#D0E4E5;font-size:120%;font-weight:bold;border:1px solid #a3bfb1;text-align:left;color:#000;padding:0.2em 0.4em;" | Good shading (*)
 
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|[[Image:Chairs-BucketFill.jpg|right|300x300px]]
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Your textures should have some detail to them - not just a flat single-colour bucket fill, but with highlights and shadows in the right places.  Even for flat, smooth items, you should have some detail.  This is especially important on cloth items such as couches or bedding, but it applies to all items. Texture shading in TS3 is done using the multiplier.
 
Your textures should have some detail to them - not just a flat single-colour bucket fill, but with highlights and shadows in the right places.  Even for flat, smooth items, you should have some detail.  This is especially important on cloth items such as couches or bedding, but it applies to all items. Texture shading in TS3 is done using the multiplier.
  

Revision as of 08:39, 21 October 2013

Contents

Guidelines for Sims 3 Objects

Objects are some of the most popular items to make for the Sims game and can be defined as new objects or recolors.

  • Object Mesh:You have created or edited the 3D shape in a 3D editor such as Milkshape or Blender.
  • Object Recolor: You have changed the overlay or other parts of an object's texture files - with or without editing the mesh.
  • CAST Recolor: Recolours of existing objects, done in-game using the Create-a-Style tool to change the colours/patterns applied. We do not accept CAST recolours at MTS.


Creating your object

Meshes - reasonable poly counts

If you have created a new mesh it needs to have a polygon count which is reasonable for what it is. A curvy, complex item that would be used rarely can have a higher count than a blocky/boxy item that would be used frequently. Look at EA/Maxis items similar to the type you're making to get a good idea of what a reasonable poly count is for the game. Items with excessively high poly counts for no good reason will not be accepted at MTS.

Textures

Meshing is fun and absorbing, but a good mesh needs a good texture to look good in game, especially if you are trying to keep polygon counts low :

Good shading (*)

Your textures should have some detail to them - not just a flat single-colour bucket fill, but with highlights and shadows in the right places. Even for flat, smooth items, you should have some detail. This is especially important on cloth items such as couches or bedding, but it applies to all items. Texture shading in TS3 is done using the multiplier.

RightArrow.gif For more information on making textures, see: TS3 Meshing FAQ: Textures

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