|
Post by StellarElite on Nov 26, 2018 18:38:03 GMT -5
Hi again guys! Seems like every project I run into something. Can't get through start to finish without having to come here! Anyway I edited the mesh of the wall hanging that came with the caribbean patch update the one with the glass. I did remove the glass but kept the same amount of layers/objects in blender so it's been fine. Only thing is as I get to the finish line finally after days of fussing with the texture, I noticed there's this weird shadow on the top left corner of the wall hanging. It's visible in the catalogue thumbnail and on the object when on the wall in certain lighting (basically with no lighting). It's pretty subtle and I don't expect anyone to use/take screenshots with it when there's no lighting and it looks fine in lighting however the thumbnails look awful and I just can't. Plus I like to get to the bottom of poo like this. Has anyone had this before? I seems to have it every time I try and do a wall hanging for some reason. Thanks in advance!!!
|
|
|
Post by minimonster on Nov 26, 2018 21:47:21 GMT -5
Hi StellarElite. I have had that similar issue myself with custom imported meshes, more often that I wish to think about. I believe that it started around the Seasons patch, because I never had the problem before. My personal troubleshooting with the issue has included making sure that the vertex painting is all white, as well as removing any occluders from the Light resource in Studio, but with no success on most of the items that displayed the issue. I truly believe that it is somehow related to the specular/cube map & how the game is rendering the interior lighting, as the items do not show it as much when placed outdoors in the daytime. I will be watching this thread closely to see if anyone has any solution for the issue! Glad I wasn't alone with this issue!
|
|
|
Post by StellarElite on Nov 26, 2018 23:09:14 GMT -5
minimonster Thanks for your response! And blast you cube map we meet again. It's interesting you say that because the last time I pulled my hair out on an object it was a cube map issue and it did seem that after an update all of a sudden speculars were showing very strangely and I was working on something brass super shiny and it effed everything up. However Peacemaker suggested the edge split method to fix that issue and it definitely changed the game so to speak although my object didn't look the same as when I started out. I will try it and report back
|
|
|
Post by StellarElite on Nov 26, 2018 23:54:02 GMT -5
So that was totally the issue! Marking the edges sharp and then using edge split modifier is what fixed this shadow issue. I just assumed it was some whole other monster because it was shadow and not specular/cube map like last time. Here is the method explained in case anyone needs to see step by step I had the whole frame marked sharp and edge split but I did not do the plane/face that actually has the painting mapped to it so I did that and voila. There's my thumbnails excuse how over exposed they look it's my current reshade settings XD Tried to take new comparison pics at same time of day in build/buy
|
|
|
Post by minimonster on Nov 27, 2018 13:02:27 GMT -5
Hi StellarElite! O.M.G. Leave it to peacemaker to have been to one with the answers, yet again, to help us out with out graphical woes! I am pretty Excited ATM to try the solution that you so kindly pointed me to on my items! It had been such a disappointment for me when I saw how my items were acting in-game, I am so giggly to be able to have a (possible,, yet very likely) solution! Funny little me, actually having figured out the cause of my issue, but not having any idea, until now, how to address it. Thank You a Million! Cheers!
|
|
|
Post by peacemaker on Dec 5, 2018 5:04:49 GMT -5
Yep, i always suggest you view meshes in blender with smooth shading on, that is how they will be rendered ingame (flat shading is specific to blender only and wont translate to the game without splitting edges) and can allow you to pick up on shading issues like this. Just highlight all the mesh in edit mode, hit W key and select "shade smooth." From there you can use the edge split shader along with the mark sharp tool to split edges as needed.
In this case you just just adjust the edge split angle since it is all 90 degrees without having to mark the edges you want sharp. The modifier is definitely handy to learn how to use for different scenarios.
|
|
|
Post by StellarElite on Jan 29, 2019 17:28:25 GMT -5
peacemaker you are like the gift that keeps on giving lol. I actually didn't know that smooth shading gives you an in game preview right in blender. Game changer again haha. Thanks for that tidbit and sorry I'm digging up this old thread I took a bit of an extended break from sims
|
|
|
Post by jurisprudence on Apr 16, 2019 18:30:36 GMT -5
|
|