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Post by kxmchi on Jan 4, 2018 13:50:19 GMT -5
Hello! Is there a way for me to fix this ugly ridgey texture? (this is the texture I received from baking.) I try blurring the texture in photoshop but it doesn't seem to help, it creates extra lines that are annoying. It makes it look horrible in game. Are there any tips to create a better texture? ridgey/blocky texture >> imgur.com/EPcDY0zhow it looks in sims4studio >> imgur.com/VEZtSXx
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Post by inabadromance on Jan 4, 2018 14:44:04 GMT -5
Hi! Have you tried moving the UV vertices around?
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Post by kxmchi on Jan 4, 2018 14:53:07 GMT -5
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Post by inabadromance on Jan 4, 2018 17:11:34 GMT -5
Wow.... that mesh looks insanely high poly. You should give a warning of the polygons in your download post. I can suggest using PROPORTINAL EDITING on the UV (works just the same as it would in regular 3D viewmode). You can try reducing the polygons on marvelous by reducing (1 each time) the particles. For a more complex approach, you can read THIS GUIDE. Also, remember to do proper reduced polygon meshes for the rest of the LODS.
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Post by Feyona on Jan 4, 2018 18:33:24 GMT -5
You can reduce blockiness (is there such word?) of baked map by adding subdivision surface modifier to quad mesh where you need to increase view number to 2=3 render number to 3-4 and bake (numbers depend on what your machine can handle). DO NOT apply modifier, let it hang there for baking and delete after. More visual instructions what I am talking about here in tutorial by SLYD. I am on the same page with Inabadromance, it's going to be a really high poly mesh that may cause glitches in the game especially for people who play on laptops.
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Post by kitkat on Jan 4, 2018 23:21:45 GMT -5
To add to what Feyona & inabadromance already shared, I've also found that making sure you have "smooth" shading applied in Object mode before baking makes the ambient occlusion image look better. You can also try the "smudge" tool in Photoshop. It's handy for de-pixeling specific spots in an image.
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Post by kxmchi on Jan 5, 2018 1:19:06 GMT -5
inabadromance Feyona kitkatWell, my concern is not poly count. It's the blocky texture. I increased the polycount from 3,000 to 15,000 thinking it might help the bake so that's why it looks insane. But I'm still getting blocky texture whether it is 3,000 or 15,000. I tried the subdivision surface modifer and it does help a bit but I am still getting a little blocky texture come through when I plainly color it in photoshop. (Even after I blurred it a bit in photoshop too) Is it inevitable to get blocky texture? Is a smooth bake not possible?
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Post by kissingtoast on Jan 5, 2018 2:47:28 GMT -5
I think you just need to keep playing with it in photoshop. Keep testing out the blur tool and/or other filters, on a copy of the texture. WIth the blur tool blur it up really good then put it over the original and play around with the opacity until it looks blended. Once you have it the way you like it move/copy it to a new file. When overwriting files repeatedly you do lose quality so that might be contributing factor. Also don't be afraid to use the pen tool and draw it yourself. Start out with a fresh layer over your baked copy and draw over it with a feathered brush to give it a nice blended edge. Make use of your layers and filters. There are/were some good tutorials for sims 3 I believe over at MTS about texture making. I would keep everything in a grayscale so you have a base texture for your recolors. Hopefully this helps.
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Post by Feyona on Jan 5, 2018 4:08:21 GMT -5
I always perfect baked texture in photoshop with clone and patch tools to my liking if I plan to use it with plain colors because it never comes out flawlessly smooth. Also I double the size of texture that I bake too. For example, if I plan to make HQ settings compatible I create 4096x8192 px texture, and size it down to 2048x4096. If I plan to make regular .package I create 2048x4096 px texture and size it down to 1024x2048 px. It takes longer to bake big textures.
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Post by Feyona on Jan 5, 2018 8:05:26 GMT -5
I totally forgot that you can increase samples to create smoother bake (try 35). In this case no need to make a huge map, 1024x2048 is enough in combination with subsurf modifier.
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