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Post by Necrobro on Jul 14, 2018 12:33:46 GMT -5
Greetings once again, this time I'm trying to convert an amazing model of a creature from the movie Hellraiser, for some horror themed scenes I have in mind. I managed to do it just fine, however in game my textures do not look proper, despite having all the correct texture files (or so I think), as you can see here: imgur.com/azLEzkOThe model can be downloaded here: sketchfab.com/models/23610d98f4904c91813f9e8a84d365e3As you can see it is extremely high poly and comes with all the textures files: default, bump, specular. In Blender I decimated it to reduce the polycount. I also made a very low poly version, but it retained the same issue. The package I'm using can be downloaded here: www.mediafire.com/file/9g1oz7r6su3m7ua/Hellraiser+Engineer+High+Poly.packageI realize it is still very high poly, but I was wondering if decimating the model too much to reduce poly count was not causing this in the first place. I made sure to add the bump and specular through the warehouse tabs.
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Post by Feyona on Jul 14, 2018 14:02:48 GMT -5
All textures dimensions must be in powers of 2 (2n), like 256, 512,1024, 2048. I'd scale images down to 1024x1024.
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Post by Necrobro on Jul 14, 2018 22:11:26 GMT -5
Thank you. I have resized all the texture images to 1024x1024, but I'm afraid the problem has remained the same. At a loss as to what to do.
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Post by Feyona on Jul 14, 2018 22:47:48 GMT -5
Please share your updated package
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Post by Necrobro on Jul 15, 2018 9:37:02 GMT -5
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Post by inabadromance on Jul 15, 2018 12:09:28 GMT -5
Hi! Neither the specular nor the bumpmap are right. I suggest exporting the original EA textures and comparing them to yours. You can't use the texture you get from other pages or modeling sites as it is, you need to make it match to how EA creates it. Please check THIS TUTORIAL from step 17 to learn how to properly create bumpmaps (your instance FDEFE952724DC09F). For the specular you have to pick how you want your item to show up, either shiny or matte. Look for an EA item in game that has a similar shine that you want, then clone it to see which color they used and how the texture is composed. If you want it matte, then paint black the main layer AND the alpha channel. Both textures MUST have an alpha map and saved as dxt5 with alpha.
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Post by Necrobro on Jul 15, 2018 14:05:53 GMT -5
Hi there, and thanks for the answer. I'm new when it comes to this though, so I'm a bit lost.
Basically I should open the bump map I already have then change it in a image editor like GIMP so it fits EA style, right? What do you mean by FDEFE952724DC09F?
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Post by inabadromance on Jul 15, 2018 14:14:10 GMT -5
Yes, you edit the textures just as the tutorial says. Just as you edit all textures and meshes in a package to fit EA's standards. That is how you should import things, so they are as closest as the original are to avoid any errors or issues. Models from other games or modeling sites have to be edited so they match the our game.
You import bump and specular through the warehouse tab. That one is the instance number of the bump map so you know where to import it and don't confuse it with the specular. Remember that both textures are wrong, so you have to fix both.
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Post by Necrobro on Jul 15, 2018 17:14:43 GMT -5
A question, assuming I already have the bump map that came with the original model, do I also have to apply the #8080ff layer? And if yes, I presume I'd first have to remove the blueish one the texture already came with? Also, how would I go about copying the contents of Red Channel to the Alpha one? I can't seem to edit the alpha, but then again I'm also a GIMP newbie.
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Post by inabadromance on Jul 15, 2018 18:13:04 GMT -5
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Post by Flerb on Jul 17, 2018 2:16:26 GMT -5
SPEC and bump maps are quite different in the sims 4. I've been digging around and it appears CAS uses RGBA channels to "reflect" different cube maps and control their intensities. I'm in the middle of building a shader setup in Blender to help with the conversion of custom SPEC maps to Sims 4 spec maps. There are some tutorials about SPEC maps that barely scratch the surface... but they might be helpful for a rough conversion.
You've also got a NORMAL map which is the blue one, it is in color because it contains 3D vector data for far more complex rendering engines than the SIMS, it needs to be converted to a simpler BUMP map which are black and white.
In short you got a lot of converting to do.
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