![]() ![]() ![]() Then right mouse click the EA mesh and, holding down the Shift key, right click the EA shadow. Click the a key on your keyboard to deselect all selected items. Move your meshes until they are positioned how you want them using EA's original item as your guide for placement.ġ0. Clicking g followed by x will constrain motion in a left to right direction, following the g with y will constrain motion in a forward and backward direction, and following the g with z will constrain motion in the up and down direction. You can constrain motion to any direction by following the g selection with a letter corresponding to the direction you want to move in. Click the g key on your keyboard to "grab" your item (Blender's term for moving the item). Hold down the Shift key and right click the shadow mesh to select that too.ĩ. Select your mesh by right clicking on it. Alternatively, you can create your new mesh in Blender, you can append a mesh you previously made in Blender, or you can import your mesh in some other file type that Blender has an addon for.Ĩ. Select Wavefront (.obj) from the next drop down menu. Your main mesh must have the same Type and Cut number in order to replace EA's main mesh.Ĭ. You will note a change in the cut number. Your shadow mesh must have the same Type and Cut number in order to replace EA's shadow mesh because this number is what allows you to tell Studio which mesh you want to replace EA's mesh. You will notice a Type and a Cut number appear. Locate the S4Studio CAS Tools menu and right click the shadow mesh to select it. Next click the Scene button to the left of the small globe.Vertex painting an object will be covered in a separate tutorial. If the item has no vertex colors you can ignore this because Studio will give your object white vertex paint by default unless you specify otherwise by vertex painting the mesh. For example, lamps have vertex paint and the game uses the information to determine how much light shows on various parts of the object. Vertex Colors - EA occasionally uses vertex paint to supply the game with additional information about the object.Take a look at both and, if they are identical as most are for EA's items, you can ignore the second because Studio will duplicate the first UV map for you if you do not make a second UV map yourself. EA uses a different second UV in cases where the bump (normal) map is mapped differently from the diffuse map and for items without this feature they include a second UV that is identical to the first. Multiple joint assignments will be covered in a separate tutorial. If transformBone is the only joint in the list you can ignore the joints for this item because Studio will automatically assign your mesh to this joint if you don't make any joint assignments. The Vertex Groups list will show you all the joints associated with the mesh.blend in Blender click the small inverted triangle: A popup will appear allowing you to name & save the. On the Mesh page LOD 0 (High) is selected by default. Give your item a name, a catalog description, and change the price if you want.Ħ. package will open in the model viewer page. A popup box will appear and allow you to name and save your. When you see the item you want to clone click on it.Ĥ. You can use the search bar to enter a keyword or object name to search by or just browse the thumbnail list. Then select Create 3D Mesh under the Object button.ģ. Open Studio and enter your creator name if you haven't done so. obj used in this tutorial was previously meshed in Blender and mapped in Milkshape but you can use any 3D editor to create and map your item.Ī mesh that has been mapped (you can make and map the mesh in any 3D editor)ġ. obj, create/map your new mesh in Blender, or import the mapped mesh using some other format that Blender has addons for. ![]() obj format but the same basic method will work whether you use an existing. You can use any 3D editor to make and map the mesh. It assumes you know how to create, map, texture, and recolor a mesh and will not go over those steps. This tutorial will show you how to make a clone of an EA object and then replace the original mesh with your own mesh. ![]()
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