Forum Discussion
- CAPTAIN_NXR7Seasoned Veteran
"Cinebar;c-17824955" wrote:
Way not open the mesh and find out? I think you would change your mind about many of the clothes in TS4. ETA: Folds in TS2 are not caused or on the mesh, it's in the texture. Created by the texture. You can use one mesh to make a thousand different looking skirts etc. Folds or no folds etc. It's in the texture. I see reused meshes in TS4 all the time when I look at the clothes you guys get in packs.
I was under the impression that this is a discussion regarding the Throw Back Fit Kit “recolors”? Not the other clothes in TS4. I’m well aware of the recolors from other packs in the game. I’ve known for a long time that they exist and someone else on here was kind enough to show that example too.
The clothes in this particular kit are a different mesh. I can see it clearly from the images shown. I can see where the folds are sticking out on one mesh and how the folds appear on the other. They’re sculpted differently."Cinebar;c-17824980" wrote:
But those who work in CAS and not with 3D objects can spin this stuff out in a few hours due to their experience with the tools and editors or whatever they use to create clothes (have no idea what Maxis uses) so by their expertise they can do it in a few short hours or even less if they have been doing it for years and years. People get faster the more familiar they are with the tools and how things work. Those who work on custom content for these games may take a few days or hours or weeks, to make one item depending on how familiar they have become with the tools they use. So, it really wouldn't take a dev in CAS days to create one top or even a whole outfit if they have twenty years of experience. Maybe an hour or less. (especially for tank tops)
That bolded part is true and that’s also where the problem lies when people say: “ It didn’t take them long to make, therefore it should be cheaper.”
This is a very common misconception.
Folks sometimes forget that many professional artists have spent years and years and years perfecting their craft before they get even get to see the inside of an animation or game studio. They are highly trained, highly skilled people. Most of them have been doodling and drawing and dabbling in software long before they got to university to study art. That’s the reason why big studios want them. These artists are in demand because they’re experts. They’re able to create something of high quality within a short period of time. They’re good because they make everything look easy. But in order to create a convincing mesh it actually takes skill and understanding of the objects and materials around them. It’s that simple. ??♂️ - Not one flipping bit. It takes time to do recoiors, especially if a new “print” or “logo” is put on something. Time is money, and I don’t mind supporting that notion. This especially true for new objects, which involves knowledge of Blender (something so far beyond me that it hurts). So, recolored or a few new themed items will always have my support. I know that if I could do CC I’d charge for my time and effort.
- Chicklet45368Rising TravelerAs a CC creator of build/buy objects I make my own meshes from scratch in blender and I often use parts and pieces from one of my older meshes and modify it to fit my new mesh for example ... decorative bed pillows, I'll just reshape it in blender to look a little more flat or angled differently, add another pillow or two to it, and I have a brand new mesh. It's common practice. Why mesh from the very beginning when you can modify a mesh that's already done ...... meshed, mapped, weight painted to morph with the body when gaining/losing weight, so there's no clipping, etc. and just change the look, not only does that save time with the meshing, that part is already UV unwrapped and weight painted so that also saves time.
It takes me sometimes days and days to create a brand new mesh from scratch between the meshing, the unwrapping, the texturing, the testing in game, then if something is wrong, trying to figure out what the problem is. I have a folder full of "problem" meshes that I set aside and work on something else then eventually I go back to it and finish it.
And EA hand paints their textures, 90% of the detail on their clothing is not meshed, it's faked with normal maps and textures. I don't know if you've ever tried it, but it's not as easy as it sounds because meshes have seams where they have been cut up so it lays flat on a texture, sometimes it hard to get highlights, shadows, and depth to look good when you have 2 edges that need to match up seamlessly.
People want new content constantly but then if EA tries to save some time by utilizing a mesh that's already created and changing it, then they go ballistic.
This is no different than a LOT of well known Maxis Match CC creators who do frankenmeshing, they take a top from this dress, attach it to this skirt, retexture it and call it done or they take these bangs and this pony tail and attach it to this hair from this pack, or simply remove hair accessories, etc and people still support them on Patreon and not one person says "OMG! We already paid for this, all you did was changed the upper portion of the dress with another pack's item that we also paid for or " or "All you did was add a wispy bang hanging down, this is not a new mesh!" - Chicklet45368Rising TravelerThis is the comparison pic that GrimCookies posted
https://i.imgur.com/0sv0CDD.png
They are very definitely different meshes.
The mesh on the left has a longer crotch and tight cuffted bottoms.
The ones on the right crotch is closer to form fitting and the bottom is elastic and is slightly puffy above it
Even the shape of the pants legs are different if you look at the sides and the dips. - Lonewolf1044Seasoned Spectator
"LiELF;c-17824928" wrote:
"Marinuttonen;c-17824781" wrote:
I can see they are not actual recolors, but I absolutely hate the idea of kits so I picked the yea it bothers me.
I've been playing a lot of TS3 recently without any mods and the amount of different clothing you can make is astronomical. Sure the meshes are outdated and pretty ugly tbh, but you can fix that with create a style easy. Makes me think they did not include any version of the feature in the new game purely because they can sell more clothes to us that way.
Now TS3 CaSt...that's recoloring.
Evidently that's what some people want. Fair enough.
Yes, it may be recoloring but it was the user that was doing the recoloring and not selling the item so there is an difference and I would not get upset as it was part of an feature that Sims 4 lacks. Personally I do not care if there are recolors or not as I have no plans on buying any of the kits. Also as I been saying this game is full of controversy and will always be. I rather have the feature that was in Sims 3 and do my own thing. - Lonewolf1044Seasoned Spectator
"Chicklet453681;c-17825388" wrote:
This is the comparison pic that GrimCookies posted
https://i.imgur.com/0sv0CDD.png
They are very definitely different meshes.
The mesh on the left has a longer crotch and tight cuffted bottoms.
The ones on the right crotch is closer to form fitting and the bottom is elastic and is slightly puffy above it
Even the shape of the pants legs are different if you look at the sides and the dips.
I have to agree the pants are not recolors. - filipomelNew SpectatorFrom my understanding they are not recolours, they are indeed new meshes that look like existing meshes. So the question should really be "do you care if throwback meshes are similar to existing ones?"
"filipomel;c-17825451" wrote:
From my understanding they are not recolours, they are indeed new meshes that look like existing meshes. So the question should really be "do you care if throwback meshes are similar to existing ones?"
Yes, they are not recolors.
@Chicklet453681 re-posted the pic of the joggers, I'll do same with the top (pics by GrimCookies) :
https://i.imgur.com/zwNVfP4.jpg
Collar, shape of the sleeves and zipper. NOT the same.
And honestly, how many athletic wear there is in the world what does not resemble something else you have seen????- LadyKynSeasoned Traveler
"Chicklet453681;c-17825375" wrote:
As a CC creator of build/buy objects I make my own meshes from scratch in blender and I often use parts and pieces from one of my older meshes and modify it to fit my new mesh for example ... decorative bed pillows, I'll just reshape it in blender to look a little more flat or angled differently, add another pillow or two to it, and I have a brand new mesh. It's common practice. Why mesh from the very beginning when you can modify a mesh that's already done ...... meshed, mapped, weight painted to morph with the body when gaining/losing weight, so there's no clipping, etc. and just change the look, not only does that save time with the meshing, that part is already UV unwrapped and weight painted so that also saves time.
It takes me sometimes days and days to create a brand new mesh from scratch between the meshing, the unwrapping, the texturing, the testing in game, then if something is wrong, trying to figure out what the problem is. I have a folder full of "problem" meshes that I set aside and work on something else then eventually I go back to it and finish it.
And EA hand paints their textures, 90% of the detail on their clothing is not meshed, it's faked with normal maps and textures. I don't know if you've ever tried it, but it's not as easy as it sounds because meshes have seams where they have been cut up so it lays flat on a texture, sometimes it hard to get highlights, shadows, and depth to look good when you have 2 edges that need to match up seamlessly.
People want new content constantly but then if EA tries to save some time by utilizing a mesh that's already created and changing it, then they go ballistic.
This is no different than a LOT of well known Maxis Match CC creators who do franken meshing, they take a top from this dress, attach it to this skirt, retexture it and call it done or they take these bangs and this pony tail and attach it to this hair from this pack, or simply remove hair accessories, etc and people still support them on Patreon and not one person says "OMG! We already paid for this, all you did was changed the upper portion of the dress with another pack's item that we also paid for or " or "All you did was add a wispy bang hanging down, this is not a new mesh!"
THANK YOU.
It's always better to hear from those that actually have far more experience in meshing and nothing isn't just hearsay with speculation. I thought working from a base than from scratch from just about anything just makes things easier and just a common practice, but apparently not. "Chicklet453681;c-17825375" wrote:
As a CC creator of build/buy objects I make my own meshes from scratch in blender and I often use parts and pieces from one of my older meshes and modify it to fit my new mesh for example ... decorative bed pillows, I'll just reshape it in blender to look a little more flat or angled differently, add another pillow or two to it, and I have a brand new mesh. It's common practice.
100% correct, this is industry standard and every game re-uses assets and meshes. There's articles all over the internet that have interviews with devs from all kinds of studios explaining how it's cost/time effective."Ellupelluellu;c-17825459" wrote:
"filipomel;c-17825451" wrote:
From my understanding they are not recolours, they are indeed new meshes that look like existing meshes. So the question should really be "do you care if throwback meshes are similar to existing ones?"
Yes, they are not recolors.
@Chicklet453681 re-posted the pic of the joggers, I'll do same with the top (pics by GrimCookies) :
https://i.imgur.com/zwNVfP4.jpg
Collar, shape of the sleeves and zipper. NOT the same.
And honestly, how many athletic wear there is in the world what does not resemble something else you have seen????
Those are literally not even close, like, at all lol.
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