News! April, 12th
Added 2022-04-12 13:14:04 +0000 UTCHello everyone đ€
I hope you're all good!
Today, another news post to show you my progress. Skip this post if you don't want to be spoiled đ
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As you may know now, I'm not using Blender to mesh my CC, instead, I'm using Shapr3D on my iPad with the pencil. I'm better at it than Blender and it has a lot of advantages. BUT, it's not really compatible with baking or texturing. So, most of the time, I'm struggling with those CC making process steps đ But since I started, I kept trying to find a solution and it seems that I have now found how to do đ„ł
I will show you an example:

2 weeks ago, I made this table on Shapr3D and imported it into Blender to make it compatible with sims4studio.

The bad news is the number of polycounts, it's huge! More than 19k is too high for The Sims, unfortunately. So, when I'm here, the first thing I want to do is to reduce polycounts.
But as the mesh was made on a CAD program and not on a 3D modelling like Blender, all the yellow lines you can see are not drawing a geometrical pattern as they should be if you want to reduce the number of details.
The retopology should look like this:

It is absolutely not the same right? đ
So, for the moment, the table is fully finished, fully compatible with The Sims, baked, textured, etc ... but because of the number of poly, some players can encounter lagging in-game, which is not fun!
Here is the final result:

Last week, I discovered that I don't have polycounts/retopology issues when, on Shapr3D, I'm not joining all the single parts of the model altogether đČđđđ„ł
Like every morning, I'm looking for new ideas in several furniture shops such as Westwing, Maison du monde, Interior's, etc... and I found this:

Then, I mesh it with Shapr3D like this:

I modify it a little bit to lower the details that are ok to not have (in my opinion). And I make sure every part of this object is not joined to any other part!

Then, I import it into Blender, and as you can see on the right side, it has several independent parts and the retopology is not a mess anymore đđ„ł

I'm now able to properly reduce the number of polycounts, create better baking and use smart materials on Substance painter đ
So, I started this object with 3832 poly, which is ok for an object that takes 2 tiles in-game.

By using "limited dissolve" on Blender, I was able to reduce the number of poly on every single part of the object and now I have only 2462 with the same look:

With a planar decimate modifier, I can even now easily lower again the number of poly to create all the LODs. This is great for players that are using medium or low graphic settings.

It is now time for me to work a little bit more on this and then to go to the public swimming pool đ
PS: The preview decor I made today for the pergola kiosk of The Romantic Garden Collection coming this month:

Wish you all the very best and thank you again for your amazing support â€đ
Comments
Oh you're sweet Ivy đ„° Thank you! â€đđ
Sims4Luxury
2022-04-15 07:30:25 +0000 UTCI cannot what this set looks amazing.
Ivy-rose@64
2022-04-15 07:09:55 +0000 UTCThank you so much Kim đđ„ł As I said to Angelika, it makes me really happy you appreciate I'm showing you what I'm doing đ
Sims4Luxury
2022-04-14 15:24:50 +0000 UTCIt makes me happy you appreciate đ„ł If you're interested in a specific part, let me know đ Thank you so so much Angelika â€đ
Sims4Luxury
2022-04-14 15:22:20 +0000 UTCFull love Suzanne â€
Sims4Luxury
2022-04-14 15:20:47 +0000 UTCđ„°đžđ„°
szanne7000
2022-04-13 16:24:06 +0000 UTCI love following this process. I've always wondered how content creators go about creating the beauties they share with us. It's such a joy to see how you do this!
KimGM
2022-04-12 14:41:10 +0000 UTCIt's really fascinating to get a glimpse into how it all works, so thank you for that! I can't wait for the romantic garden set! That pergola is just so đđđ
Angelika Keil
2022-04-12 13:54:19 +0000 UTC