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Post by gauntlet101010 on Oct 29, 2017 12:42:32 GMT -5
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Post by inabadromance on Oct 29, 2017 14:36:18 GMT -5
Hi! Please post a picture of the issue you're having.
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Post by gauntlet101010 on Oct 29, 2017 17:14:25 GMT -5
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Post by inabadromance on Oct 29, 2017 19:05:15 GMT -5
The bump texture isn't correct. I suggest you re export the original texture and compare it to yours. The alpha layer should be grey scale with details of the item not white. The texture should be saved as dds (dxt5 with alpha).
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Post by gauntlet101010 on Oct 29, 2017 21:12:18 GMT -5
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Post by gauntlet101010 on Oct 30, 2017 19:36:22 GMT -5
Okay, I think I get what's going on.
Sims2 isn't just using that texture as a bump map. They're also inverting and overlaying it onto the texture (which I did manually in Photoshop to achieve a similar effect after running it through that normal creating site). When not done this way the normal effect is very subtle and not at all what's seen in Sims2.
It was good to run through all this with you. I think it led me to where I needed to be, thanks.
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Post by inabadromance on Oct 30, 2017 19:56:52 GMT -5
I am not aware how Sims 2 works, or how the textures are composed. As i told you on my last post, your bump map texture is lacking a proper alpha channel. Yours is completely white. If you're using photoshop, you can use the nvidia bump map creator under the effects tab/nvidia. Once you're done, follow the steps described in this tutorial (from step 26 onward) You can overlay into the texture as well, or do both.
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Post by gauntlet101010 on Oct 30, 2017 20:32:25 GMT -5
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Post by inabadromance on Oct 30, 2017 22:34:13 GMT -5
Well, the alpha channel still isn't right. As i mentioned earlier, you must compare it to one from EA. The thread you linked me on your last post explains an alternative page for you to create the bumpmap online. Then you should follow the tutorial i linked you and follow the steps. On your latest version i see you edited the uv and modified the texture size. I did the bump map based on your original package so you can either used that first version or edit my texture to fit your modification. You can download it here.
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Post by gauntlet101010 on Oct 31, 2017 21:03:37 GMT -5
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Post by inabadromance on Oct 31, 2017 21:18:27 GMT -5
It's getting closer, but the alpha still isn't right. Please compare your normal to the normal i shared. The alpha channel on yours is exactly as the other layers and it should look different. Compare the RGB layer and the ALPHA layer on my texture and you'll see they change.
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Post by gauntlet101010 on Oct 31, 2017 22:27:24 GMT -5
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Post by inabadromance on Nov 1, 2017 13:16:56 GMT -5
Looks much better! yes, that's the general look it should have. I doubt you'll notice if you use the modified texture of the tomb (where you overlaid the bump into it). I would see how it looks without it and only the bump. If that isn't the look you want, then add it through the diffuse.
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Post by gauntlet101010 on Nov 1, 2017 14:52:51 GMT -5
I think I'll do that. I could also make it a different swatch - options, right?
I think this is also what caused my Sims Medieval Reaper conversion to look off. When I scrolled away it looked faceted and broken. After a quick test it looks like that's because I did the normals all wrong. >_<;. I guess this means ALL those conversions are done wrong, although the problem was most evident for that item. Well, I guess this is all a learning process.
Thanks so much! I'll post the revised item in this thread a little later.
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Post by gauntlet101010 on Nov 1, 2017 21:44:16 GMT -5
themechanicalmaniacs.com/temp/sims2stone2.pngYeah, that's not quite the look from Sims2. But, still, the normal really helped. And it solved a problem with some other CC I thought I finished too! Although it's somewhat embarrassing since I uploaded it and all.
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