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simvaultt · 3 years ago
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Creating a Mask or Spec Map in Blender 2.92 - SIMS 3
What you need: Blender Basic Knowledge of Selecting and Separating in Blender Basic Knowledge of TSRW Texture Maps
Mask colors - This is what I use: Pattern A - Red (#ff0000) Pattern B - Yellow (#ffff00) Pattern C - Magenta (#ff00ff) Pattern D - Blue (#0000ff) this ultimately, can be any color OTHER than the colors being used above.
I recently learned a super fast and easy way to create both a Mask and a Spec Map needed for Sims 3 Custom Content.
Firstly, make sure you download or have Blender downloaded. I used 2.92 but anything newer should also work. Older versions, should work almost similar as well.
Open the mesh you need to create a Mask and Spec Map for. Once open, select the parts that you want to be different coloring options and separate them. Same goes for the different reflective options you are wanting (shine or no shine).
Add a Material by selecting the Material tab and clicking new.
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Either go into the Shading workspace Tab at the top, or open another viewport and change it to the Shade Editor.
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Once you have your Shade Editor open, you should automatically have a Principled BSDF Node. Add in one of the colors from above into the Base Color. Make sure to use red (#ff0000) for Pattern A, yellow (#ffff00) for Pattern B, magenta (#ff00ff) for Pattern C, and then either the blue (#0000ff) I used above, or another color you're currently not using.
At this point, your mesh should have already been properly UV Mapped. Click on your mesh, click TAB to go to Edit Mode. In your UV Editor, create a new image for your UV Map. Label it either "MeshName_Mask" or something so you know which bake is what, same goes for the Spec. Add in your sizes, 1024x1024. Click OK.
Go back into your Shade Editor, and hover in the Shade Editor viewport and click SHIFT A to add a node. Select Texture > Image Texture.
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To the left of your new Image Texture node is a photo icon. Click it and find your previously created UV Image you created for your UV Map. You do not need to connect this node to your Principled BSDF node.
Go to your Properties Tab on the right side of Blender and click on the Camera Icon (Render Properties Tab). Click the drop down of the Render Engine field, select Cycles.
Find the Bake Tab and open it with the arrow if it is collapsed already. Under Bake Type, select the drop down menu and choose Diffuse. Under Influence, unmark the circle beside Direct and Indirect. Only Color should be selected. I recommend changing your image margin size from 16px to between 1px to 3px depending upon how close your UV Islands are touching.
Then select Bake if you're generating your Mask Map. If you are generating your Spec Map, before you select Bake you will uncheck Clear Image. *NOTICE: If you make any parts of your Spec Map transparent that overlap your UV Islands it will be reflective.
Follow the same exact steps for the Spec Map, only difference is the Base Color you input. Which should be between Black (#000000) to White/Light Grey (#FFFFFF / #DDDDDD). Darker the color (closer to black, less reflective). Lighter the color (closer to white, more reflective).
I hope this helps anyone trying to make Sims 3 content if starting out. I know this game is still played by quite a few Sims lovers.
If you have any issues/questions, please ask! Always here to help. And if you need this tutorial written out for an older version, I can gladly look into it.
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