LOVE your conversions. So high quality and a lot of attention to detail. Tysm!One of the last hair i post from Doux or the last, i dont want to convert his whole store. 2 versions. Water texture is on hats. High Poly is almost 100k
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No you can use demos and or take it right off someone elses avatar but only downside to taking it off a avi is you dont get all hair colors you only get the one theyre wearing. (and if they catch you copybotting) so best option is demos or buying,but both work.Do I need to buy hair in SL to convert?
I updated the link to this one. i noticed it looked flat on the top of the head so i fixed it a little if you want download again and replace the old oneView attachment 993244
This one works with hats, i cloned the package from a simpliciaty hairstyle you can clone this one for hairs like these it has a second mesh group for each hat version so they clay part works on the hat versions too
You must be registered to see the linksCredit for the hair and textures goes to Doux from second life
I don't understand SL, I took some DEMO hair but I can't export it in DAE as shown in the videoNo you can use demos and or take it right off someone elses avatar but only downside to taking it off a avi is you dont get all hair colors you only get the one theyre wearing. (and if they catch you copybotting) so best option is demos or buying,but both work.
You need to use another viewer for export/import meshes. I useView attachment 1008029 I don't understand SL, I took some DEMO hair but I can't export it in DAE as shown in the video
The quick way is using the decimate modifier, but you don't have control over which vertexes it removes. If you want have control over what gets removed to make it look better you'll have to merge things manually, but it's very time consuming. You can also try other programs that have retopology toolsIs there any way to reduce the polygon count in Blender without destroying the mesh?
And How many amounts of polygons would be suitable to run in sims 4? I've tried to convert some SL objects but even tho the original meshes look beautiful, all of them have really high polygons (20k~ 30k polygons, some even have over 40k). I don't want to fry everyone's VGA
the food models in SL always look so appetizing! thank you for this!Converted a few more objects
- blueberry pie (1.8k poly):
You must be registered to see the links- apple pie (1.8k poly):
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Create a new uv map from uv_0 and one from uv_1 then delete uv_0 and uv_1 and rename the new uvmaps uv_0 and uv_1Hello Everyone! Could someone help me? I don't really understand what could be wrong, I want to transform hair called Stealthic Intrepid into sims, but at the last point such an error comes up. Though I checked it all has copies of the same uv maps. Thank you all! if you might need the blender file, what I could be wrong. I would be happy to send you
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I had same error when I deleted all faces in s4studio_mesh_3 and s4studio_mesh_4. Send me blend file if you want I will checkHello Everyone! Could someone help me? I don't really understand what could be wrong, I want to transform hair called Stealthic Intrepid into sims, but at the last point such an error comes up. Though I checked it all has copies of the same uv maps. Thank you all! if you might need the blender file, what I could be wrong. I would be happy to send you
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High poly meshes can slow down a weaker computer while it can be perfectly fine for a high power gaming computer. so usually laptop users and weaker graphic and processor users opt for the low poly version so their game wont crash from not being able to handle the high polycount.Can someone tell me what's the difference between getting a low poly or high poly version of some of the converted hairs that are being shared which I really appreciate by the way thanks to everyone who has shared them