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Post by dsanyal1234 on Mar 9, 2018 11:57:25 GMT -5
So I'm trying to join these "groups of vertices" (part of same mesh group) and the J/F buttons don't work. I'm trying to join(connect not merge) them because otherwise there is a discontinuation of the texture around that part(apparently no matter however I UV map it) and I want the texture to be continous along the entire part...
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Post by EternalEl'the on Mar 9, 2018 13:32:07 GMT -5
Have you tried using mark seam?
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Post by inabadromance on Mar 9, 2018 14:03:49 GMT -5
hi. if you join the vertices you have selected then everything will be squished into one single vertex.. is that what you want? I don't think I follow.
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Post by dsanyal1234 on Mar 10, 2018 1:21:49 GMT -5
hi. if you join the vertices you have selected then everything will be squished into one single vertex.. is that what you want? I don't think I follow. No, I don't want to merge them, I just wanted all those separate parts to be "connected" together? Like when I press L, I can select one part(highlighted in the picture) while the rest is not highlighted, I was wondering if I could just connect this entire thing? Because When I say press L on one part, and then shift rmb other vertices/faces then I can join them momentarily, but after I deselect, the thing is back to as it was again. Seams are somehow appear transparent in S4S. Like there's a hole in there ? UPDATE- I was able to carefully unwrap to get rid of the said issue (I did not use seams) but the selected areas where seams must have been applied, are all transparent in S4S studio (see-through). Here's what I mean: P.S. The diffuse map is a baked ambient occlusion, is that why? Further Update - So obviously if I turn the transparent area opaque, I can fill the gaps but it looks weird. Most importantly however, I have major seam issues appearing and they look horrible. And I just can't figure out how to hide them, everything online is too complicated for a newbie.
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Post by kitkat on Mar 10, 2018 10:09:50 GMT -5
For the transparent parts, the normals there may have gotten flipped in the join process. If you'd like to share your .blender and .package someone here can take a look for you and try to help you fix what's gone wrong.
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Post by dsanyal1234 on Mar 10, 2018 10:46:55 GMT -5
Okay, thank you! here's the .blend: this & package: this
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Post by EternalEl'the on Mar 10, 2018 12:03:18 GMT -5
There is a "discontinuation of the texture around that part" because you didn't change the margin when baking. Also, that's a really high poly table.
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Post by dsanyal1234 on Mar 10, 2018 12:09:10 GMT -5
Oh... thank you! I'll try increasing the margin and bake... yes the table is very high poly.. free meshes found online for public use, but they're so beautiful I wanted to use them by breaking up in parts... Also is there a better way to get shadows & lighting onto the texture? Because it is hard/impossible for me to create diffusemaps through photoshop, I was wondering if there was a way I could imprint them onto a plain colored image like the Ambient Occlusion map...but something more accurate..?
UPDATE- Looks good enough in-game! I do have one last problem: The table is somewhat see-through(not transparent though, somewhat translucent)? In the previous picture if you notice, some of the "outlines" of the objects(door) behind the table is visible. I also had this problem in one part of the mesh of a ts3 item in-game that I converted.. what is this and how can it be solved?
And how can I hide seams? I saw a video about softening, but couldn't really understand how that works...
Thanks..
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Post by kitkat on Mar 10, 2018 13:30:42 GMT -5
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Post by dsanyal1234 on Mar 10, 2018 23:48:44 GMT -5
I did change the specular, so that's not probably why.. I tried the SSAO intensity tutorial fixed it thank you!!
Any methods I can dissolve UV seam issues in texturing?
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Post by EternalEl'the on Mar 11, 2018 12:24:15 GMT -5
What kind of issue, can you post a picture?
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Post by dsanyal1234 on Mar 12, 2018 13:40:20 GMT -5
Like the one in the "tubular" part/"stem" of the table (in brown).. there's also a seam on the tabletop, but that one's pretty hidden now... altough the seam remains the same on the part below..visible from only this side..
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Post by EternalEl'the on Mar 12, 2018 21:35:17 GMT -5
I baked it after removing doubles then using limited dissolve and the seam went away. I also used smart UV mapping.
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Post by kitkat on Mar 12, 2018 21:36:24 GMT -5
Easy fix! You just need to extend the dark part of your texture in those areas out a bit farther to each side. Like this: That's actually farther than it probably needs to be extended, but you get the idea
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Post by dsanyal1234 on Mar 13, 2018 4:28:46 GMT -5
Okay thank you, I will try both! Thanks so much for all the help everyone
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