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Post by cdc322 on Mar 1, 2018 20:35:53 GMT -5
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Post by Zelrish on Mar 2, 2018 4:54:52 GMT -5
Hi,
Please share the package and blend so that someone can have a look at it.
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Post by cdc322 on Mar 2, 2018 19:56:46 GMT -5
Hi, Please share the package and blend so that someone can have a look at it. Here you go 1drv.ms/u/s!AviNqaSxMVzNt3NH5Gv1RxAwgL3q
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Post by kitkat on Mar 4, 2018 13:12:00 GMT -5
I tried all the usual things that help with weird shadows on this - replaced the specular with a blank one, deleted the occluders, and changed the SSAO Intensity from 1 to 0. None of those worked. So, I cloned the base game flamingo and exported the .blender HLOD from it. I then exported your skeleton mesh as a .obj from the .blender and imported it into the flamingo HLOD, adjusting the shadow sizes and cut values to match. That did the trick. I have no idea what was wrong with the original .package and .blender, but exporting as .obj and cloning a new object/importing the .obj and should fix it.
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Post by cdc322 on Mar 7, 2018 20:02:50 GMT -5
I tried all the usual things that help with weird shadows on this - replaced the specular with a blank one, deleted the occluders, and changed the SSAO Intensity from 1 to 0. None of those worked. So, I cloned the base game flamingo and exported the .blender HLOD from it. I then exported your skeleton mesh as a .obj from the .blender and imported it into the flamingo HLOD, adjusting the shadow sizes and cut values to match. That did the trick. I have no idea what was wrong with the original .package and .blender, but exporting as .obj and cloning a new object/importing the .obj and should fix it. I must have messed it up somehow... I'm not that great at making stuff lol but thank you so much for helping me! Sorry for the late reply, I'm very forgetful.. Would you send me the fixed version?
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Post by kitkat on Mar 7, 2018 21:35:49 GMT -5
I heavily decimated the skeleton to get the polys down for testing, so you wouldn't want the version I ended up with. Also, it's very easy to replicate what I did Just do File/Export/Wavefront (.obj) and save/name it to get the skeleton mesh out of your .blender. Then File/Import/(navigate to your exported .obj) to get it into the new .blender you export from your new cloned object. Delete the EA mesh, and adjust the cut values and shadow as needed. If you run into trouble replicating the fix steps, I'm happy to help you work through it. Just post any more questions you might have.
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Post by cdc322 on Mar 7, 2018 21:39:56 GMT -5
I heavily decimated the skeleton to get the polys down for testing, so you wouldn't want the version I ended up with. Also, it's very easy to replicate what I did Just do File/Export/Wavefront (.obj) and save/name it to get the skeleton mesh out of your .blender. Then File/Import/(navigate to your exported .obj) to get it into the new .blender you export from your new cloned object. Delete the EA mesh, and adjust the cut values and shadow as needed. If you run into trouble replicating the fix steps, I'm happy to help you work through it. Just post any more questions you might have. I'll try this out now! I will let you know if I run into an issue, thanks!
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Post by cdc322 on Mar 8, 2018 2:23:47 GMT -5
I heavily decimated the skeleton to get the polys down for testing, so you wouldn't want the version I ended up with. Also, it's very easy to replicate what I did Just do File/Export/Wavefront (.obj) and save/name it to get the skeleton mesh out of your .blender. Then File/Import/(navigate to your exported .obj) to get it into the new .blender you export from your new cloned object. Delete the EA mesh, and adjust the cut values and shadow as needed. If you run into trouble replicating the fix steps, I'm happy to help you work through it. Just post any more questions you might have. I tried doing it and it fixed the invisible shadow lines from the hand but it still has the weird shadow on the ground and a shadow over the torso and face?
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Post by kitkat on Mar 10, 2018 9:07:44 GMT -5
Hmmm... then you might need to try some of the other weird shadow fixes, too. Did you give it a blank specular? That's usually the one to start with.
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