Difference between revisions of "MTS2:Creator Guidelines/Sims 3 Objects/Sandbox"
(→Guidelines for Sims 3 Objects) |
|||
Line 1: | Line 1: | ||
=Guidelines for Sims 3 Objects= | =Guidelines for Sims 3 Objects= | ||
− | Have you made new objects or colour options for objects, EA or custom? This guide will walk you through every step of what we require on MTS. Please make sure you read these guidelines carefully, as our standards have changed over the years, and there may be some items you weren't aware of before | + | |
+ | Have you made new objects or colour options for objects, EA or custom? This guide will walk you through every step of what we require on MTS. Please make sure you read these guidelines carefully, as our standards have changed over the years, and there may be some items you weren't aware of before. | ||
==Quality== | ==Quality== | ||
Line 7: | Line 8: | ||
|- | |- | ||
| | | | ||
+ | * '''Duplication:'''Search MTS and see how many texture edits or meshes have already been done for the particular type of item you're creating - do not duplicate existing edits/mesh edits. We would, however, accept the same kind of thing if your version had significantly improved features (better textures, uv mapping, etc.) than an existing item. | ||
+ | |||
* '''Polygon Counts:''' If you have created a new mesh it needs to have a polygon count which is reasonable for what it is. A curvy, complex item that would be used rarely can have a higher count than a blocky/boxy item that would be used frequently. Look at EA/Maxis items similar to the type you're making to get a good idea of what a reasonable poly count is for the game. Items with excessively high poly counts for no good reason will not be accepted at MTS. | * '''Polygon Counts:''' If you have created a new mesh it needs to have a polygon count which is reasonable for what it is. A curvy, complex item that would be used rarely can have a higher count than a blocky/boxy item that would be used frequently. Look at EA/Maxis items similar to the type you're making to get a good idea of what a reasonable poly count is for the game. Items with excessively high poly counts for no good reason will not be accepted at MTS. | ||
Line 51: | Line 54: | ||
[[Image:RightArrow.gif]] For more information on making textures, see: [[Tutorials:TS3_Meshing_FAQ#Textures|TS3 Meshing FAQ: Textures]] | [[Image:RightArrow.gif]] For more information on making textures, see: [[Tutorials:TS3_Meshing_FAQ#Textures|TS3 Meshing FAQ: Textures]] | ||
+ | |||
+ | [[Image:RightArrow.gif]] For more information on setting up proper multipliers and speculars, see: [[Tutorials:TS3_Meshing_FAQ#My_mesh_is_shiny|TS3 Meshing FAQ: My Mesh is Shiny!]] | ||
[[Image:RightArrow.gif]] For more info on why textures may be distorted, see: [[Tutorials:TS3_Meshing_FAQ#My_texture_is_Distorted|TS3 Meshing FAQ: My Texture is Distorted!]] | [[Image:RightArrow.gif]] For more info on why textures may be distorted, see: [[Tutorials:TS3_Meshing_FAQ#My_texture_is_Distorted|TS3 Meshing FAQ: My Texture is Distorted!]] |
Revision as of 02:46, 24 October 2013
Contents |
Guidelines for Sims 3 Objects
Have you made new objects or colour options for objects, EA or custom? This guide will walk you through every step of what we require on MTS. Please make sure you read these guidelines carefully, as our standards have changed over the years, and there may be some items you weren't aware of before.
Quality
Particular attention should be paid to the shadow shape actually matching the object. |
Definitions
Objects are some of the most popular items to make for the Sims game and can be defined as new objects or recolors.
|
Helpful Links
For more information on making textures, see: TS3 Meshing FAQ: Textures For more information on setting up proper multipliers and speculars, see: TS3 Meshing FAQ: My Mesh is Shiny! For more info on why textures may be distorted, see: TS3 Meshing FAQ: My Texture is Distorted! For more information on creating proper shadows, see: TS3 Meshing FAQ: Shadows |