https://vintagesimstress.tumblr.com/post/617303715545808896/iii-meshing-a-vintage-dress-pt-1

Previous ← 2 - Learning to mesh

Now that you know how to get around in Blender, you can finally put your newly acquired skills into action and mesh your first dress. I just hope you did your homework and really made your donuts - otherwise you might find it very difficult to understand what’s going on in this part! I’ll assume that you’ve watched and practised it all, so I won’t explain the basic yet again. I will be writing the shortkeys in brackets though – there are way too many of them to remember them all after just a couple of videos.

So, let’s get it started… But where?

As usually, there’s no one proper answer to this question. Generally speaking, creators’ approaches to meshing can be divided into 3 categories:

  1. Combining parts of different EA meshes into a new mesh – a.k.a. frankenmeshing.

    For sure you’ve seen frankenmeshed CC many times, even though you might not have realised it. Let’s say EA releases a new DLC which includes a top with some cool, never-seen-before sleeves. Let’s say there’s a dress in game which you think would look great with those new sleeves instead of the boring old ones. In such case you can simply export both meshes in S4S, open one of them in Blender and append the other one (more on it later). A bit of deleting & merging of vertices and voilà! The mesh is ready. Most of the time you don’t even have to worry about uv-1 and weights (again, more on it later… LOTS on it later).

  2. Mesh editing

    That’s pretty self-explanatory, isn’t it? This method is what most tutorials try to teach you. Look for a piece which resembles the most what you’d like to make. Export the mesh and make the necessary adjustments. Depending on how much you edited, you might have to mess with uv-1 and weights a little bit, but usually it shouldn’t be too problematic.

  3. Making a mesh from scratch

    As far as I know without having ever used Marvellous Designer, this is what MD creators do: ‘sew’ their mesh completely from scratch and then import it to Blender. Such a mesh doesn’t carry any of the vital information – uv-maps, weights, bones, anything - so all of those have to be manually assigned to it. This, obviously, significantly increases the workload and can be very tricky to do; however, this meshing method gives you almost unlimited freedom. If you don’t limit yourself to editing existing stuff, you can make pretty much ANYTHING.

As you can see, all of those methods have their pros and cons - and they’re all equally valuable as long as they help you achieve your goal. The method which I like the most and which I’m going to show you lands somewhere between no. 2 and 3: I use an existing top and make it into a dress. This way I have lots of creative freedom, but also reduce the unnecessary workload (yes, in most cases meshing a top from scratch would be totally unnecessary).

Enough theory, let’s go grab that top!

Open S4S. Choose the “Create 3D mesh” option under “CAS” menu and then click that “CAS” button. You will see the list of all CAS items in your game.

NOTE: If you DON’T see the list, that probably means S4S didn’t manage to find your TS4 files. You have to open the 'Settings’ tab and manually change the 'Sims 4 Path’ and 'Sims 4 Documents’. And if you’re already there, make sure your Blender path is correct as well!

As you can see, there are many categories you can choose from at the top to narrow down your search. I need a top for adult females, so that’s what I’m going to select. My favourite starting point is that simple BG top – it’s skin-tight (meaning: the texture is only printed on top of the body, not really meshed, which makes it perfect for any future edits) almost everywhere, except for the breast area: there it’s nicely stretched, just like it should be in case of my dress. If I wanted to make a dress with a deep décolletage, like an evening or ball gown, I’d type 'nude’ in the search bar and select that naked female Barbie top instead.

The swatch doesn’t matter. Select any of them and then click 'next’. I chose the red one, just because I like the colour:

What you’re doing now is cloning a BG item and creating a new package. Name it whatever you want and save it in some 'Tutorial’ folder or so. It doesn’t really matter, as soon you won’t need it anymore – we’re here only for the mesh.

Once you’ve done it, a new window will appear. This is your new package with all the information it carries. We’ll delve into details later – for now, as I said, we only need the mesh. Go to the 'Meshes’ tab and click the 'Export mesh’ button (make sure NOT to change the level of detail by accident!). Save it in your Tutorial folder as whatever (e.g. mesh_1).