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Post by dsanyal1234 on Apr 2, 2018 11:22:44 GMT -5
I have a mesh with different parts. With flat shading, everything seems fine. But, when I turn the shading to smooth, the different parts have different types of shading(This is the way they are apparently, regardless of what shading is applied). As a result when I bake the UV Maps to create the texture and then apply them, the different parts of the mesh look differently lighted (as they do with smooth shading on in blender itself). I've attached pictures to show what I mean. Is there a way around this? (Joining the different mesh parts don't do any help)
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Post by inabadromance on Apr 2, 2018 17:46:47 GMT -5
Hi! It's very difficult to suggest something without actually seeing the object. Do you mind sharing the blend file so someone can take a look?
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Post by dsanyal1234 on Apr 6, 2018 10:03:17 GMT -5
Sorry for the late reply, here is the .blend file
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Post by inabadromance on Apr 6, 2018 13:27:45 GMT -5
Hi! don't worry about it First of all, i'd like to warn you that the mesh you're working with is EXTREMELY HIGH POLY. And extremely is a delicacy... the whole blend is 550.000 polygons which is very VERY high for an item like this. It's high for any item for that matter, it will probably brake the game if you don't have a powerful computer. Even by deleting all the other elements and only leaving the frame with the 4 borders, the polygons are 273k. I honestly don't recommend creating an item like that. I suggest exporting a similar item and comparing its polygons. Your's can be up to twice the amount, but not these amount... I'm not sure if you're the one you created the mesh or if you downloaded it from a modeling site. Bare in mind that those models are not meant to be used in games, they are solely for the sake of renders and modeling. For the sake of teaching you how to fix this, i'm going to explain what i did. But again, this is still too high poly for the game in my humble opinion. First you'll need to delete everything but the frame and the 4 borders that is what you'll probably only need for your portrait. Some are independent groups, some you'll need to go into edit mode and delete the parts manually. Then you need to join all the elements into one mesh group. Either select and shift+select from the mesh groups list or right click the mesh parts, and then shift+right click to keep selecting everything. Once the groups are selected, hover your mouse over the mesh and press CTRL+J to join. Change the shader to smooth and disabled limit selection (circled in yellow). Go into edit mode, use B to select the vertices shown in the picture. Press CTRL+E and "Edge split".
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Post by dsanyal1234 on Apr 7, 2018 2:30:56 GMT -5
Thank you so much for fixing my problem! Yes, those are free models downloaded online. I do know they are for professional rendering (for CG artists/designers, etc) but I loved them so much, I decided to cut it up into pieces and assemble them together. I already have a few high poly items in-game, and the performance hasn't deteriorated yet. Even if it does, it's quite alright if I have to give them up, because I'm having a lot of fun learning about this. Hopefully, I will be able to create my meshes soon. I'm learning and thank you so much again!! Edit-The mesh looks fine, but I'm still getting the shading differences while baking the AO map
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Post by inabadromance on Apr 7, 2018 14:57:45 GMT -5
I re-checked your file for the ambient occlusion issue. I'm assuming you're having troubles texturing the corner ornaments as well. The problem here is that all L frame corners AND the ornament decorations aren't mapped. If you hover a corner ornament with your mouse (with limit selection disabled like i showed before) and press L, you'll select it. Then look at the UV map. Press A to select all the uv and you'll see an orange dot in one corner. This means that the item isn't mapped. So either something went wrong, or the object wasn't mapped at all. So you'll either have to re import the objects, or re map the whole thing again.
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Post by dsanyal1234 on Apr 8, 2018 3:09:59 GMT -5
No, I map the items properly before baking. So it's not a UV Map issue. Something else is going wrong. The edge split tactic does resolve the seamlessness issue, and the bakes are much more seamless than before, yet the difference in shading is still apparent (with the AO).
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Post by inabadromance on Apr 8, 2018 6:29:03 GMT -5
I re downloaded the file you shared again just for the sake of being fair into comparing something that i haven't edited (deleted vertices and joining groups). Maybe you sent the wrong version of the file? Can you check that please? Only a handful of the mesh groups you have there have an UV and are mapped. Primarily the straight frame parts, BUT the ornament corner and L shape frame. Those don't have any UV. So when joined, everything is squished together in the corner. You'll have to join and reorganize the whole UV so that everything fits together and mapped correctly. If you don't have your elements mapped then the baking or texturing will not look right.
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Post by dsanyal1234 on Apr 8, 2018 10:27:51 GMT -5
Sorry you had to check again, what I meant previously was that I unwrapped the meshes separately after doing the edge split. In the version I shared, I hadn't unwrapped yet.
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Post by inabadromance on Apr 8, 2018 11:25:50 GMT -5
Well i can't help you out with an old version. You have to let me know that. Please share the blend you're having issues at the moment.
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Post by simmerish20 on Apr 8, 2018 17:43:25 GMT -5
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Post by Zelrish on Apr 9, 2018 2:29:26 GMT -5
Have you even tried to import this model in S4S?
I noticed that from 250 000 vertices on, S4S would start to crash while importing the mesh as there are simply too many vertices to import. So I would try to import it before continuing to work on this mesh in case you simply cannot use it at all as is and need to reduce the poly count.
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Post by dsanyal1234 on Apr 18, 2018 11:06:38 GMT -5
Sorry for the late reply! Well, basically, when I meant the bakes were still having the issue with the shading, the mesh was the same in almost every respect. The only changes were that I did the trick you showed with the edge splitting and then UV unwrapped it using Smart UV Project. So basically, the mesh I had at that moment and yours were basically the same. Anyway, I was somehow able to circumnavigate the problem. I guess it could possibly have been because of the fact that some vertices *may* have not been selected. I tried to edge-split in wireframe mode to ensure all vertices around the edges were getting selected. Anyway so it worked, the bakes turned out fine. I know of decimation, but that does warp the geometry. I didn't want that, so I didn't go for it. Extremely high-poly meshes cannot be imported to S4S. But, I don't import the whole mesh together. I split the mesh into different parts and import the parts separately and assemble them together in-game while decorating. For example: If I have a 500k poly mesh, I'd divide it into 10 parts of 50k poly each and assemble the 10 parts together in-game. It's tedious but this project is personal, so I'm okay with it as long as I get to use the exact items I've always wanted to, with utmost perfection in geometry. Also, I'vent suffered any problem in game performances yet, with a lot of high-poly items (apart from my usual CC) in there already. Thank you inabadromance, for solving the issue. Here's how it looks in-game: One final request/question: What is the "thickness" of a S4 wall? Each wall segment is one block long, but what is the width in the y direction, aka thickness? I'm trying to add a corner and it would be easier to set the geometry beforehand in Blender.
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Post by inabadromance on Apr 18, 2018 15:30:44 GMT -5
mmmmmmmm you killed me there. I would clone a door. export the mesh and then eye measure that half of it appears on one side and half to the other. see if that helps you out.
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Post by dsanyal1234 on Apr 19, 2018 5:34:47 GMT -5
Excellent idea! Thank you once again! I will try that out
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