Object Creation: Wall Stickers/Decals
Started by misstofu, Jul 20 2012 03:26 PM
4 replies to this topic
#1
Posted 20 July 2012 - 03:26 PM
Hi! I'm a newbie and I was just wondering if anyone could direct me to or tell me a tutorial on how to do wall stickers/decals and custom shaped rugs? I have searched google countless times and there seems to be no exact tutorial.
Anyone please help? And I'm sorry if this post is in the wrong area.
Peace!
Anyone please help? And I'm sorry if this post is in the wrong area.
Peace!
#2
Posted 21 July 2012 - 05:28 AM
Hi! I know how to make wallstickers, and I'd think that custom shaped rugs would work on a similar principle although I've never made any rugs of that type myself.
Programs you will need:
TSRW
Photo-editing program that will allow you to save .dds files
1. Create or pick an appropriately sized mesh (I'd try cloning the mesh of another wall sticker if you're new at this. Just make sure to take note of the creators TOU if you intend to share your creations. If it's just for your own game, you should be fine). I'd suggest creating a new folder somewhere on your computer (I use the desktop) to store all of the files you will be creating. Save this mesh into your folder.
2. Find a picture you want to use for the sticker and use your photo-editing program to delete the background from the picture (magic wand tool in Photoshop works great for this).
3. You will need to have a photo-editing program that can create .dds files. There is a plugin for this for Photoshop, and I've heard some people also use GIMP, which is a free program.
4. Open the mesh you'd like to use in TSRW. (Open the program, Choose "New Project", then "Import", "New Import" and browse for the mesh on your computer. You will have to change the file type in the browse window to either Sims3pack or .package depending your chosen mesh).
6. At this point, I usually export one of the texture files from the textures tab to verify the texture size in my photo-editor (click on "Overlay", then "edit", and the "export" button. Change the file name from the string of numbers and letters to one that you can easily find). Texture sizes are usually 256x256, 256x512, or some multiple of these numbers.
7. Go back to your photo-editor and save your sticker as the correct size .dds file based on the size of the texture template you exported. Make sure you choose "DXT5, Interpolated Alpha" as the .dds type.
8. Back in TSRW, click on "Overlay", then "edit", and the "import" button. Import your .dds sticker file.
9. You will also have to do the same thing in the "mulitplier" texture window. Mulitpliers are usually shades of grey which lend dimension to your meshes, but in this case multiplier dimension doesn't really matter since we are using an overlay. You just need a multiplier that is the same size and shape as your overlay. Simply importing your same .dds file into the multiplier window as well should work fine. (If you want any wrinkles or shading in your sticker, you will need to add it into the overlay image)
10. The wallsticker mesh I geneally use does not have a specular, so I don't have to worry about that window. If your specular window is black, you won't have to either. If the specular window has a grey check pattern in it, you need a specular. To make the specular, use your photo-editor to make your sticker black-and-white. Then use the "auto tone" function. If you don't have an auto tone function, use the "brightness/contrast" function to make the image lighter. Save this adjusted image as "project name-specular" then import the new image into the specular window on the textures tab.
11. To create another wall sticker on the same mesh, use the dropdown menu right above the "Textures" heading to choose another variation of the mesh. Follow the same procedure to change this version to one of your new wall stickers.
12. If you run out of variations in the original mesh and still want to add more options, choose the small dropdown menu next to the one that has all the original variations in it. There will be a "duplicate" option in this menu. It will duplicate the last variation in the list which you can then modify. Create as many variations as you like, but, in my experience, more than 15 or so becomes difficult to deal with from a creation standpoint.
So, I hope this helps you in your CC creation quest. Let me know if any steps are not clear
Kitkat
Programs you will need:
TSRW
Photo-editing program that will allow you to save .dds files
1. Create or pick an appropriately sized mesh (I'd try cloning the mesh of another wall sticker if you're new at this. Just make sure to take note of the creators TOU if you intend to share your creations. If it's just for your own game, you should be fine). I'd suggest creating a new folder somewhere on your computer (I use the desktop) to store all of the files you will be creating. Save this mesh into your folder.
2. Find a picture you want to use for the sticker and use your photo-editing program to delete the background from the picture (magic wand tool in Photoshop works great for this).
3. You will need to have a photo-editing program that can create .dds files. There is a plugin for this for Photoshop, and I've heard some people also use GIMP, which is a free program.
4. Open the mesh you'd like to use in TSRW. (Open the program, Choose "New Project", then "Import", "New Import" and browse for the mesh on your computer. You will have to change the file type in the browse window to either Sims3pack or .package depending your chosen mesh).
6. At this point, I usually export one of the texture files from the textures tab to verify the texture size in my photo-editor (click on "Overlay", then "edit", and the "export" button. Change the file name from the string of numbers and letters to one that you can easily find). Texture sizes are usually 256x256, 256x512, or some multiple of these numbers.
7. Go back to your photo-editor and save your sticker as the correct size .dds file based on the size of the texture template you exported. Make sure you choose "DXT5, Interpolated Alpha" as the .dds type.
8. Back in TSRW, click on "Overlay", then "edit", and the "import" button. Import your .dds sticker file.
9. You will also have to do the same thing in the "mulitplier" texture window. Mulitpliers are usually shades of grey which lend dimension to your meshes, but in this case multiplier dimension doesn't really matter since we are using an overlay. You just need a multiplier that is the same size and shape as your overlay. Simply importing your same .dds file into the multiplier window as well should work fine. (If you want any wrinkles or shading in your sticker, you will need to add it into the overlay image)
10. The wallsticker mesh I geneally use does not have a specular, so I don't have to worry about that window. If your specular window is black, you won't have to either. If the specular window has a grey check pattern in it, you need a specular. To make the specular, use your photo-editor to make your sticker black-and-white. Then use the "auto tone" function. If you don't have an auto tone function, use the "brightness/contrast" function to make the image lighter. Save this adjusted image as "project name-specular" then import the new image into the specular window on the textures tab.
11. To create another wall sticker on the same mesh, use the dropdown menu right above the "Textures" heading to choose another variation of the mesh. Follow the same procedure to change this version to one of your new wall stickers.
12. If you run out of variations in the original mesh and still want to add more options, choose the small dropdown menu next to the one that has all the original variations in it. There will be a "duplicate" option in this menu. It will duplicate the last variation in the list which you can then modify. Create as many variations as you like, but, in my experience, more than 15 or so becomes difficult to deal with from a creation standpoint.
So, I hope this helps you in your CC creation quest. Let me know if any steps are not clear
Kitkat
#3
Posted 22 July 2012 - 07:41 AM
wow super thank you! I'll try it right away. Hope I can do this!
#4
Posted 22 July 2012 - 09:33 AM
quick question, what do I do about the mask? How do I edit it?
#5
Posted 24 July 2012 - 02:22 AM
i think the mask should just be the same size as your texture template. So, if your texture template size is 256x256, make the mask that same size. Use just one color - red (r=255, g=0, b=0 in the color values).
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