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Post by kxmchi on Sept 21, 2017 19:11:51 GMT -5
Hello all! So I've been trying to create accessories. I'm not sure if I did it correctly because there seems to be a glare on my necklace even though I don't have a specular map or emission. Could someone kindly take a look? Thanks! BlendPackage
Also if you see something else wrong, please let me know. I need as much feedback as I can because this is my first time creating an accessory.
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Post by mindbender on Sept 22, 2017 0:06:57 GMT -5
On the quick: I see that your geometry in the package has a specular map specified in data>materials. Remove that (on all geometry) and check again for your glare?
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Post by inabadromance on Sept 22, 2017 14:55:40 GMT -5
Hi! I would never recommend deleting anything from the warehouse. You have to manually edit your textures. Also, don't blank them. Export the BG textures and edit them. Export a BG specular and edit it so that it's matte. Composed by: a black layer texture with the alpha of the object (saved as dxt 5) and the other texture with only the alpha as main layer (dxt1). Once you export the base game texture you'll understand how to edit the specular.
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Post by s3nova on Sept 22, 2017 15:20:45 GMT -5
Hi! Your work looks nice! So keep up. There is something to do however. First the glare: its not from your file I guess. Check your necklace in CAS on a Sim who is wearing really nothing. Two options: 1. Glare has gone -> the glare comes from another object in another package file. Its specular map may not be properly shaped or it has an improper mask file associated. An example are Madlen shoes, that are notorious for having the wrong specular maps which causes glare on the wrong places on your sim. I assume that you used the right texture space for your necklace (UV map)? 2. Glare still visible -> other problem. There is no information for glare in your package however, so this would be interesting. Let us know. Other thing: Your mesh contains very many faces, too many to be honest. So you should do something to reduce that. Especially the pendant has 8.992 faces (=10.174 tris). You could use this high poly mesh to bake a detailed texture however and eventually a normal map. You can use them to simulate detail on a low poly variant of your current mesh. Sorry to say but is a bit unstructured mesh, as it does not contain clean edge loops. And it does contain poles, which are vertices that have more than 4 edges connected to it. In general this is something to avoid as it might cause trouble with UV mapping, lighting and shading. You should get rid of them. You can use some modifiers, but this might not work. Better option: Manual method in Blender -Menu Mesh / check the AutoMerge Editing checkbox in the menu. This will merge two vertices when they are moved to the same location. -Go to Edit Mode, select a vertex you want to remove and use shortcut: shift + V. This will slide the vertex over the surface of your mesh. Slide it to another vertex and they will be merged. (Shift+V is the same as Menu Mesh / Vertices / Slide) You can use other tools, like Dissolve, Subdivide Edge, Fill or Knife (see Blender manual for details). You can also reduce somewhat on the necklace, like the edges selected in this picture. Dissolving them will not change much of the detail, especially on the part that faces the skin of the Sim. So you can do without them. Keep an eye on the angle between two faces. If the angle is minimal, say less than 10 degrees, then the connecting edge between those faces can be dissolved, leaving only one (bigger) face. Success!!
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