Difference between revisions of "MTS2:Creator Guidelines/Sims 3 Objects/Sandbox2"
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+ | {| class="collapsible wikitable" style="width:100%" | ||
+ | |- | ||
+ | ! 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;" | Not too bright/dark/shiny/shadowed (*) | ||
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+ | |In TS3 the contents of an objects Multiplier or Specular Channel will affect how the object looks in game. A high contrast on your multiplier will result in heavy shadowing, whereas a too bright specular will give your object a milky glow. | ||
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+ | If you're showing your object in a colour, try not to use too bright colours. Even if you're making something you want bright lime green, you don't have to use the brightest, most saturated colour possible in the game. | ||
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+ | [[Image:RightArrow.gif]] For more information on setting up proper multipliers and speculars, see: [[Tutorials:TS3_Meshing_FAQ#My_mesh_is_shiny|TS3 Meshing FAQ: My Mesh is Shiny!]] | ||
+ | |} | ||
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+ | {| class="collapsible wikitable" style="width:100%" | ||
+ | |- | ||
+ | ! 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;" | Proper shadows (*) | ||
+ | |- | ||
+ | |There are three kinds of shadows in TS3: sunshadows, interior dropshadows and dynamic indoor shadows - most buy objects have all three shadows. | ||
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+ | * ''Sunshadows'' are generated using the shadow LODs or you can use TSR Workshop to generate sun shadows. | ||
+ | * ''Dropshadows'' are a texture mapped onto a floor or wallshadow mesh and mapped to a shadow file. Your object needs both these shadows to look its best in game. | ||
+ | * ''Dynamic shadows'' are the big shadows that move relative to light sources such as lamps, windows etc. | ||
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+ | Particular attention should be paid to the shadow shape actually matching the object. | ||
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+ | [[Image:RightArrow.gif]] For more information on creating proper shadows, see: [[Tutorials:TS3_Meshing_FAQ#Shadows|TS3 Meshing FAQ: Shadows]] | ||
+ | |} | ||
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+ | {{Guidelines-Textures-CrispUnpixellatedTextures}} |
Revision as of 08:46, 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 |
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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.
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Textures | ||||||||
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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 :
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