Turning an EA Object into Earrings
A mutual requested help with this, so here’s a pictorial showcasing how to turn an EA object into earrings. It’s very long and hopefully detailed, so grab a drink and a snack and get to it !!
Open S4S Studio and check off the Create 3D Mesh tab. Click on Object.
Check off Show Debug Items for full access to the BB catalog. Choose whatever item you’d like. I’ve chosen the SW: JTB crystal. Click Next.
A pop-up will appear. Name your project; The name doesn’t matter because we won’t be keeping this file. Save.
Navigate to the Texture tab. Export the Diffuse map. Save.
IF your Texture tab is blank like mine, move on to STEP 4B.
Navigate to the Warehouse tab. Look for the diffuse texture; It should be named DST Image. There may be several, so choose the one that resembles the texture of the object. Usually, objects will have a texture of 512 x 512 or 1024 x 1024. Mine happens to have a size of 64 x 64. Export, name, save.
Navigate to the Meshes tab. Export the LOD 0 (High) mesh. Name. Save.
Click Cancel, to return to the S4S default screen.
Click Create 3D Mesh. Click CAS.
Select Earring on the top drop down tab. Select Base Game, so that your earrings are BG compatible.
Choose an earring based on the backing that will connect the object to earring.
If you want to use an earring that isn’t BG compatible, repeat steps 1 - 5 for your chosen earring, and then return to the BG earrings and follow this step.
Click Next. Name your package appropriately. Please be clear and descriptive when choosing package names!
A lot of this process is repetitive. Extract the texture. Extract the Mesh.
Be sure to be mindful of where you are keeping all your files for this project, as well as how you’re naming things so that you can easily find everything.
I have 5 files, as shown. If you took the extra steps for a non-BG earrings mesh, you’ll have 7 files.
I deleted all of the non-relevant files, such as the object package. I like to keep my folders super clean.
Open your object texture, earring texture, and THIS in your image editor.
I’m using photoshop.
Place your object texture and earring texture onto the UV guide provided above. You want all textures to be on ONE document. You can close the object and earring textures once you’ve copied them onto the UV guide document that we will be working on.
My preferred UV guide is sized 2048 x 4096; HQ / HD sizing. Because of this, you need to resize your earring texture to match before placing it onto the UV guide layer. You do not need to resize your object image as it does not match the guide, due to CAS and BB items using different UV maps from one another.
The earring texture, if sized correctly, will automatically be lined up into the EARRING labeled space on the UV guide. The object texture will be wherever. It will most likely be HUGE; Mine is tiny but that’s not usual.
While still in photoshop, tab down, and open your Earring mesh in Blender 2.79.
Hit the 5 key on your numpad to change perspective. Set the view to 250.
Viewport & UV Editor keys:
Shift + Middle Mouse = Pan
Hold and move Middle Mouse = Rotate
Scroll wheel Middle Mouse Up / Down = Zoom
Click on the s4_studio_mesh_1 layer, to make it active.
Hit the Tab key on your keyboard, OR click the bottom button in the viewport that says Object Mode, and switch it to Edit Mode. Hit the A key on your keyboard to select all in the viewport; It will turn the earrings mesh an orange-y color to indicate that it is selected.
In the UV Editor viewport, there is a bar at the bottom that has a little picture of an image. Click that and select Diffuse. This will open the earring texture automatically.
Hit the A key again, to deselect all. On the bottom bar of the viewport, use the mouse wheel to scroll and find the icon that looks like a square with smaller squares in each corner. Click on this so that it shows and makes selectable all vertices that are not showing in the viewport ( usually, the back of the mesh ).
Hit the B key in the viewport, and drag the box around ONE of the earrings. Left or right, doesn’t matter! This will select whichever earring side you chose.
Hit the Delete key on your keyboard. Select Vertices on the drop down. Delete.
This will leave us with one earring. Hit A on your keyboard to select all.
Click the little square with smaller squares in each corner to turn it off.
With your mesh still selected, Click on Mesh on the bottom of the viewport, Clean up, Remove Doubles.
Select one vertex on the part of the earring you want to delete. This is usually the dangling piece, as we’re going to add the EA Object in its place. CTRL + L will select all of the mesh connected to that vertex. Hit the Delete key, and delete vertices.
Hit the A key to select all. Look at the UV’s in the UV Editor tab. You can see that deleting the pearl has deleted the pearl UV’s.
SAVE. You should be saving all the time, anyways, in case of crashes.
Tab back into Photoshop, and on the earring layer, delete the texture that no longer has UV’s. You can see the selected part where I’ve deleted the texture, and how it corresponds to the UV textures in Blender.
Move and scale to fit your object texture into the earring space on the UV Guide. Make sure that no textures overlap. If you have a detailed object, this will be a bit difficult, as the space allotted to earrings is quite small.
Delete the UV Guide layer. Merge the earring and object layers. Your image should be a transparent image with just your object and earring textures showing. Save as a png file.
Tab back into Blender. Hit the Tab key to switch from edit mode to object mode. Hit the A key to deselect the mesh.
On the top bar, click on File > Append.
Click on your object mesh file, that we exported in STEP 5. Mine is the Crystal mesh.
Click on Object. Shift + Click on all studio meshes. Hit the Enter key.
In the object layers tab, Click on the bone_bone_shape.001. Opposite click and select delete. Click on the rig.001. Opposite click and select delete.
In the object layers tab, click on the eyeballs to find your object mesh. The eyeballs hide and unhide layers.
My object is studio_mesh_0, so I can go ahead and delete studio_mesh_1.001, which happens to be a spawn box; Normally, it would be a shadow plane. Whatever it is, if it isn’t the object mesh, you do not need it. Don’t touch the earring mesh.
Select the object layer; Mine is, as a reminder, studio_mesh_0.
Hit tab to enter Edit mode in the viewport. A key to select all.
Adjust the object to fit the earring backing to your liking.
S key = Scale
S key + x / y / z = scales along the x / y / z axis
R key = Rotate
R key + x / y / z = rotates along the x / y / z axis
G key = Move
G key + x / y / z = moves along the x / y / z axis
Alternatively, you can just use the widgets to move ( those are the blue and red and green arrows )
With the mesh still selected in Edit mode, turn your attention to the UV editor viewport. Click on the Open tab where the little image picture is. Open the texture that we edited and saved prior.
On the right side of your screen, under the object layers box, click on the tiny sphere to enter the material tab. Click on the + to make a new material. Click on Assign.
Next the the material tab is a checkered square image. Click on that to enter the texture tab. Click New Texture. Scroll down. Click on OPEN under the image tab. Open your edited texture that we opened in the UV editor viewport. This adds your new texture to your object.
In the UV editor viewport hit the A key to select your object’s uv. Use the same keys as the object viewport to fit your UV over your object texture. This can be a bit tricky, but you have the viewport for visual guidance.
Okay so, I’m hilariously bad at matching the uv to the texture, because I usually create my own meshes, so this is probs off but like, you can do it !! You can open up your object blender file, if needed, to check where the uv goes over the image.
When you’re happy with how the texture aligns, we can move on. Hit tab to switch to Object mode.
Still following? This is long, but once you memorize the process, it’s quite easy. We’re almost done, so hang it there !!
Select the object mesh layer in the objects layer tab so that it is active. On the right side, under the objects layer tab, click on the triangle with little dots to enter the object data tab.
Where it has the UV Maps drop down, click on the plus to add a new UV map. Double click on that new map and rename it exactly uv_1. Hit enter.
Now, click on the wrench image to open the modifiers tab.
You can see that EA already has a modifier. NEVER TOUCH THIS. Click Add Modifier.
Click Data Transfer. It will add a new modifier.
In the Data Transfer box, select the source object. The source object will ALWAYS be the object that you are making. Our source object is the EA earring, so we will select studio_mesh_1, as that is the earring layer.
Click the box next to Face Corner Data. Click UVs, and next to UVs, select uv_1 from the drop down.
Click APPLY, to apply the modifier. You have just created a uv_1 !! This method is the same for all uv_1 transfers.
Now, we will transfer weights. Click on the earring object in the objects layer ( studio_mesh_1 ) to make the layer active. SHIFT and click on your object layer so that it is also selected. You must do this in this exact order, as the first selected active mesh will be telling the shift click active mesh its weight data. So, in short, the mesh with the weights, you select first, and the mesh you want to give weights, you shift select.
In the object mode tab, switch to weight paint.
On the left side of the viewport, click Transfer Weights. It will open a menu. On the first box ( Source ), click By Name. It will automatically update the other tabs beneath it.
Click on your object layer in the object layers tab. Mine is studio_mesh_0. Still in weight paint, click on CLEAN. On the menu that opens, choose All Groups.
Done! You have added weights to your object mesh.
This method of weight transfer are the same method for all CAS items.
Switch from weight paint to vertex paint. Right next to vertex paint is the shading tab, switch to solid shading.
On the left side menu, click the color bar and enter 007F00.
In the viewport, click on your mesh and then hit the SHIFT + K keys on your keyboard, to flood fill.
Vertex paint, done !!
Switch back to object mode, and texture shading. In the tab where we made the uv_1, click on uv_0 to fix the texture shading.
Click on your object layer in the object layers tab, and then SHIFT click on the earring layer. Press CTRL + J while hovering your mouse in the viewport to join. You should now have one layer named Studio_Mesh_1.
STEP 24 OPTIONAL
If you want the earrings on both ears, go to the modifiers tab, add modifier, and click on Mirror. In the Mirror Object box, select HEAD.
As you can see, this has mirrored your earrings. Apply.
Back in S4S, in your earrings package, click on the Meshes tab, and import your mesh file that we just saved. It will update with our new earrings.
Switch to the Texture tab, and import your texture into the diffuse.
If everything looks good, go ahead and edit your texture in photoshop to have different colors. I won’t be showing this, but you can look up Recolor Tutorials.
Click Add Swatch, and add the new textures into the diffuse.
You can change the swatch thumbnail by clicking on the color box and choosing a color.
Go back into the Meshes tab. We need to make LODS.
Tab back into your blender file.
Click on the modifiers tab. Select Decimate.
In the Ratio bar, input numbers like 0.75 or 0.50. The higher the number, the less the decimation. Because, this object is already low poly, we can use the number 0.75. Check Triangulate. Apply.
Save your file as a new file, name it LOD 1.
Go back to S4S, and switch to LOD 1. Import your newly saved file.
Repeat this whole process for LODS 2 and 3. Each decimation will make the object less and less detailed. Remember to save each time, and name according to each LOD that you are working on.
This method is for EARRINGS, and will not work on Necklace LODS.
Close Blender. You are done with the Blender process.
In the categories tab, you can edit different things. It’s mostly up to preference, and self-explainable.
Make sure that your earrings are in the earrings category.
You can select each swatch and click on a color tag that matches the swatch.
Click APPLY TO ALL only if your category edits apply to all of your swatches. For example, if you are setting the earring for fashion choice feminine and masculine, you would APPLY TO ALL. Color tags, you would not apply to all, as the colors are usually different depending on the swatch.
You should always deselect Allow for Random on the Part Flags, and apply to all, so that townies aren’t walking around with cc.
Last, you can add a specular map. I hate this step, so please look at some tutorials.
Tutorial by JolieBean
Tutorial by Zeussim
EXTRA: Adding a THUMBNAIL
In Photoshop, make a new document sized 104 x 148. Add some text and an image. Save as png. In S4S import, import under Catalog Thumbnail. Repeat with the Male tab. Repeat with each swatch, if desired.
Remember, ALL EARRINGS ARE UNISEX. They will work without adjustment for all teen - elder frames.
Wow! That was long. I hope that I’ve explained this process in a way that will help you in your creating journey. Sorry about the specular map cop-out.
Congrats on making your first EA Object Earrings. Text in game, and share! Tag me if you’d like.
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