View Full Version : How to convert Low polygon Model to High Polygon?
29th Sep 2010, 03:55 PM
How to convert Low Polygon model (Sims 2) to High Polygon (Sims 3) withous issues? I've tried to convert but i've got some issues with "holes" in model.
29th Sep 2010, 04:06 PM
Both TS2 and TS3 use low poly models - TS3 uses -slightly- higher poly models in some areas (especially sims - their bodies, hair, etc., are approximately doubled from TS2) but for many areas (especially objects like couches and tables) the poly counts are basically the same. I'm not sure why you'd want to be adding polygons - if the TS2 model looked fine, you don't need to add any.
29th Sep 2010, 04:42 PM
Bottom model from the Sims 2 doesn't match with upper model from Sims 3. Not enough polygons. Between upper and lower part i seen holes.
Sorry for my english. I'm from poland
29th Sep 2010, 04:53 PM
Are you trying to convert clothing? If so... erm... honestly? Don't. You'd spend a lot more time trying to add detail (and having to reassign all the bone assignments!) than you would just taking a TS3 clothing mesh that's similar in shape and modifying it to make it look like the TS2 version.
29th Sep 2010, 05:37 PM
Did Sims2 have lowlod and highlod meshes seperate? I don't remember. If not, it may be the OP only has one mesh and needs to create two. Though I would have expected she had the high poly and wants to make low poly from it.
29th Sep 2010, 05:46 PM
TS2 did have them separate, but unlike TS3, there was no known way to link the two together, so we only ever modified the higher poly version. In TS2, you would only see the lower poly version if you actually turned your game's "sim/object detail" setting down - unlike in TS3 where you see the lower poly version when you zoom out far enough.
29th Sep 2010, 08:42 PM
1st Picture present Holes between model, second present model after Subdivine 2 option from Milkshape.
30th Sep 2010, 02:17 AM
Errr yeah.... there are some other hings about Sims 3 meshes which cause frustration.
If you are looking at it in milkshape, the waistline has more polys than in sims 2 so more have to be added.
After that, you have to align the polys up with the top mesh.
After that you have to assign the skinweights to the same weights as the top if they are incorrect.
Align normals, make sure the BGEOMS are created so when you use the slider in cas, your sim will not show a standard size mesh while the top mesh is fat.
Thats besides retexturing and other things to make the mesh work.
For now sims 3 meshing can be a long and sometimes difficult process.
I have also opted to make the creations I had released in Sims 2 out of Sims 3 default meshes to skip the other parts and the results are turning out rather well.
30th Sep 2010, 02:24 AM
You can can increase the polycount on the whole mesh or on parts by selecting the faces you want to increase and use subdivide edges from the face menu.
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