Luisa 6 set: The making of a large 3D-Object!

Today i have 2 good news for you.

1) Though i was a little slow during the last couple of days i think i can state a deadline: In about 14 days the “Luisa & The Elfish Spell” Pre-Production phase will be done. During the next days i will tell you more about the upcoming tasks…

2) I will show you the making of a large 3D-Object i’ve created today. It’s the part of a set that will make it into the story.

This small inside view will give you an idea about the mystical atmosphere of “Luisa 6” and the original style of some objects that i create for the famous erotic story…

A rotten ruin for Luisa!

The set is a ruin, a rotten wall of an old fortress or something like that.

I had the vision of a large front wall with window- and door-openings, and some kind of broken side-wall.

The whole thing has a height of 6m, is 10m wide and should work as an in-game object.

From SketchUp to Milkshape to SimPe to The Sims 2!

When you want to create 3D-Buildings or architectural structures Google’s 3D-Software SketchUp will make a good job. It’s extremely easy to construct an interesting building in no time.

The only problem with SketchUp is that you can’t directly turn the model into a Sims-able Object. The result would look strange in most cases…

To resolve that i export the model from SketchUp (.obj-format) and import it in Milkshape, where i texturize and position it correctly.

The rest is business as usual, i export it as .5gd (using wes_h’s plugins), mount it in SimPe to a Sims-Object and here we go:

Sketching the ruin!

Sketching a building in SketchUp is fun...
Sketching a building in SketchUp is fun...

First i created a straight and even shape of the ruined wall. Then i’ve added some details and transformed single vertices and edges to let the wall look broken…

Repair broken faces!

Whenever you see a face in SketchUp that’s in another color (blue) than the other faces you need to repair that. This face would not show up in the game (you could simply look through it; it’s invisible).

Delete the wrong face and draw a new edge to fill the hole with 2 new faces. See the next 3 screenshots:

This invisible face must be deleted...
This invisible face must be deleted...
Connect two opposite edges with the drawing tool...
Connect two opposite edges with the drawing tool...
These 2 fixed faces will work correctly in the game.
These 2 fixed faces will work correctly in the game.

Export/Import to Milkshape!

I don’t know if the SketchUp Demo will export .obj-files but other formats should work as well due to milkshape’s large file-library…

Here i still have not fixed the broken face in the corner to show you the effect.
Here i still have not fixed the broken face to show you the effect.

Texturize in Milkshape!

Because this is a large object i also created a large texture for it. For what i know many Sims-Object have 512×512 textures, for this wall i created a 1024×1024 texture to get more details.

I also duplicated some faces (the window seats and overhanging stones) to apply another part of the texture here. Very easy :)

The textured wall in Milkshape.
The textured wall in Milkshape.

All the shading effects are only coming from the texture. I like to add such effects to my textures and it’s super simple. Look at this small version of the texture:

Note how the tiles repeat themselves and the shading stripe in the middle is also tileable.
Note how the tiles repeat themselves and the shading stripe in the middle is tileable, too.

The shading is just a simple gradient (layer)-effect. It’s important to make it tileable to avoid sharp borders. Just take a soft but straight horizontal or vertical gradient (reflected).

This does not always work well but in this case it looks good on the object i think…

Positioning and Resizing!

To make sure the object appears in the correct size and on the right position in-game i import the mesh of a sims as an orientation:

The wall does not need resizing, it has the right proportions already
The wall does not need resizing, it has the right proportions already.

It’s cool that you can use realistic measures in SketchUp when you create an object. I’ve created the wall at exact 6m height so it doesn’t need any resizing.

I only position the object in the middle of the workspace. Otherwise it would be a bit complicated to handle the large thing in the game.

SimPe mounting and in-game test!

With the little help from SimPe i clone an in-game object and morph my big fat ruin wall into a sims package-file.

And last not least i start the game and arrange a test-scenario:

Testing the ruin in the game...
Testing the ruin in-game...

Looks nice, here’s the same shot at night:

Scary place at night...
Scary place at night...

[ad#content-lrectangle]

Resume!

The best is that it took longer to write this post than to create the whole object!

When i already know what i want and how to do it (and no problems appear) i can finish such an object in about 30 minutes. Mostly because of Google SketchUp and its fantastic tools.

The scene you see above is not the final set i will take for “Luisa 6”. It only shows the ruin in a test surrounding.

The final set will feature more details, objects and stuff, such as pieces of stones on the ground, more wall elements and structures, maybe some mystical objects…

I hope you enjoyed this little trip into the Pre-Production of “Luisa & The Elfish Spell”, thanks for reading ;)

Author: MaXsiM

Male, straight. Started game modding in 2000, made custom sex animations for The Sims 1, released the first nude skins ever for The Sims 2, came up with "Dreams of Luisa" in 2004, ran an adult forum with 10k+ members. Changed to 3D Sexvilla 2 in 2010. Finally made the move into the world of 'real' 3D-Art in 2015. Thanks for visiting my site and reading this post. Feel free to leave a comment. Become my Patron!