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Post by dottiedk on Jan 24, 2020 14:22:05 GMT -5
Yaaaay! I found a tutorial with the specular map and managed to fix it! Now it looks normal in the game.
Thank you SO much for your help, I really appreciate it! <3
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Post by lavsm on Jan 24, 2020 14:40:25 GMT -5
That's great! Congratulations on making your first mesh. ☺
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Post by simmerish20 on Jan 24, 2020 15:02:35 GMT -5
Thought it could be the specular As for LOD 0, 1, 2, etc. you just have to make sure you're working from the same base. If you've changed the LOD0 mesh significantly, you have to use this as a base for a lower-poly LOD1 and 2 (You can use the Decimate modifier for this, though with a mesh like this I'd probably do it manually by removing every other vertical edge loop for the LOD1, and maybe a few additional horizontal ones for LOD2, because the result would probably look a bit better than what the auto tool manages). You can use the same mesh for all if the mesh already is low-poly or it's difficult to reduce the polys. Yours isn't too bad (roughly 1500 faces) but has potential for reduction for the lower definition versions. And make sure you don't end up with polygons with more than 4 vertices. I see the outside and inside bottom of your vase has these kinds of polygons (the circles). Sometimes these polys will be converted to triangular or square polys when exporting, while other times they'll be removed. I think it depends on the program. It looks like Blender manages this, but some other programs like Milkshape doesn't (or rather, it converts if it can, removes otherwise). Letting the program decide how to split up these polys can occasionally cause normal issues or weird streaks, especially in more visible areas (shouldn't be a problem for the vase, but could be for later meshes). ----- For the LODs, here's a quick Blender tutorial on manually "de-polifying" somewhat simple square, cylindrical and spherical parts of meshes where there are square 4-sided polys. Doesn't work with triangular faces: You select one edge loop by Alt+R-clicking an edge (vertical edges select vertical loops, horizontal ones select horizontal loops), and several (in your case every other, but NOT the ones in the seam!) by Ctrl+Alt+R-click. Then click X, and "Dissolve edges". Don't deselect! Occasionally, vertices hang back. If they do, click on the vertex icon (all the selected vertices should turn orange), deselect vertices you don't want to remove (Shift + R-click) then X, and "dissolve vertices".
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Post by SimVault on Feb 15, 2021 19:51:21 GMT -5
Yaaaay! I found a tutorial with the specular map and managed to fix it! Now it looks normal in the game. Thank you SO much for your help, I really appreciate it! <3 What did you do to fix it?
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