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Post by theregalsim on Jun 10, 2020 16:08:41 GMT -5
So im having this issue where half of my mesh is reacting different to light then the other half..... its a sofa, oddly enough if its in the shade outside it'll look comletely normal. But when its in sunlight or in artificial light via lamps ECT in doors, it'll have a jagged line down the center that makes it look like a crack in my mesh... half lit up the other slightly darker.... I removed the occluders thinking that would help, and it didn't, I also edited the Shadow LOD, no difference, I went and unchecked the index 32 under the warehouse tab.... After doing all that very minimal changes, it seemed a little less intense... but its still there, my mesh looks fine in TS4 studio and blender, and perfectly fine in shadows out side (however not in an unlit room) so its a game related issue. Any ideas? Its definitely lighting related.... Example 1As you can see in shade it looks fine Example 2
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Post by jwofles on Jun 10, 2020 20:59:11 GMT -5
Hi, the pictures you posted don't work, it comes up with a 404 page.
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Post by theregalsim on Jun 11, 2020 8:24:42 GMT -5
Hi, the pictures you posted don't work, it comes up with a 404 page. Sorry I have updated the links now, I also tried cloning another couches and the results are the same. Its so odd as I move a light around the couch one half will get lighter and the other half darker, yet in the shade of a building (not dark rooms inside) you wont see that weird line like the picture shows in example 1. My specular is a black bucket fill so i know its not that. and my mesh is completely smooth is the area its showing that weird crack line.
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Post by freeasabird on Jun 11, 2020 9:52:18 GMT -5
It looks as if you may have a duplicate set of faces on one side of the sofa mesh? Or that the line is just the vertices not quite knitted together. You could try go into wire frame, click one of the vertices, if just one line is lit then try clicking them both and holding down alt/m together and choose 'at centre'. this should knit them together and reduce any lines. Repeat with all the center vertices on all lods and see if that helps a bit. Could also try going into vertices mode highlight the entire mesh, change the faces to quads, then remove doubles, then clean up/delete loose. This helps smooth meshes out sometimes. If you have already done this sorry for the waffle. It's a great sofa by the way.
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Post by Syboulette on Jun 11, 2020 9:55:50 GMT -5
It might also be something to do with specular/normal map. Did you use a mirror modifier when meshing your object, and unwrap the UV MAPS before applying it maybe?
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Post by theregalsim on Jun 11, 2020 11:36:37 GMT -5
It looks as if you may have a duplicate set of faces on one side of the sofa mesh? Or that the line is just the vertices not quite knitted together. You could try go into wire frame, click one of the vertices, if just one line is lit then try clicking them both and holding down alt/m together and choose 'at centre'. this should knit them together and reduce any lines. Repeat with all the center vertices on all lods and see if that helps a bit. Could also try going into vertices mode highlight the entire mesh, change the faces to quads, then remove doubles, then clean up/delete loose. This helps smooth meshes out sometimes. If you have already done this sorry for the waffle. It's a great sofa by the way. So from what I can see everything is lined up just fine but I decided to removes doubles on the entire mesh to be safe, however what it smoothed out was not on the cushion where I am having the issue I tested it in game, issue not resolved, so 2nd time I did so in the area im having the issue and it didn't have any extra vertices to remove, it just said "0 removed" I decided to test it out in game yet, it didn't fix it either. so I don't feel like this is a mesh issue. I can attach a file is anyone is willing to take a look it at @jsyboulette No I didn't mirror anything so I don't think its that, also the specular is a bucket fill. The normal map can't be it either as I just made a normal map from the over lay image
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Post by Syboulette on Jun 11, 2020 13:07:35 GMT -5
Can you send the package so we can have a look at it?
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Post by theregalsim on Jun 11, 2020 17:34:33 GMT -5
Can you send the package so we can have a look at it? Sure! The version i'm providing is before I removed the doubles, as doing that didn't change the effect for me
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Post by Syboulette on Jun 12, 2020 3:14:41 GMT -5
Can you send the package so we can have a look at it? Sure! The version i'm providing is before I removed the doubles, as doing that didn't change the effect for me Testing CouchJust as I supposed, the UV maps of your sofa is split in two and superimposed. Thats why one side is reacting different than the other (it's like having two left thumbs if you see what I mean :p) But the other problem is that your normal and specular maps are wrong. Normal/Bump map especially needs to have an alpha layer, which is not the case for the moment. PNG, even if they have transparancy, don't have alpha layer. So you'll need imperatively to export your bump map in a compressed file that supports alpha layer (in our case, .dds). There is some plugins that can allow that (Nvidia or Intel, let me know if you want to know more) here's a tutorial that explains how in detail: sims4studio.com/thread/861/normal-maps-bump-editing-creatingSame for the specular: having a black background means RGB are black but Alpha is white. If you don't want shininess, it has to be transparent (alpha=black). If you actually want to do it right, the red channel should be white aswell. I tried to replace the normal and specular by blank map and it's better, but still has this seeable line... But that's because of the texture/unwrapping. I unwraped the sofa without splitting it in two. I don't have the original blender file so I couldn't apply your very nicely done texture, so i just baked and applied the ambiant occlusion: and now the sofa works perfectly So what I recommend is for you to redo the UVMAP and rebake your texture New unwraping in blenderIn game renderAnd if you scared of losing resolution after losing some space in the UVMAP, you can use a 2048px texture map. Your couch is already 15k polys so I guess this item is not for slow computer...
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Post by theregalsim on Jun 12, 2020 16:21:40 GMT -5
Sure! The version i'm providing is before I removed the doubles, as doing that didn't change the effect for me Testing CouchJust as I supposed, the UV maps of your sofa is split in two and superimposed. Thats why one side is reacting different than the other (it's like having two left thumbs if you see what I mean :p) But the other problem is that your normal and specular maps are wrong. Normal/Bump map especially needs to have an alpha layer, which is not the case for the moment. PNG, even if they have transparancy, don't have alpha layer. So you'll need imperatively to export your bump map in a compressed file that supports alpha layer (in our case, .dds). There is some plugins that can allow that (Nvidia or Intel, let me know if you want to know more) here's a tutorial that explains how in detail: sims4studio.com/thread/861/normal-maps-bump-editing-creatingSame for the specular: having a black background means RGB are black but Alpha is white. If you don't want shininess, it has to be transparent (alpha=black). If you actually want to do it right, the red channel should be white aswell. I tried to replace the normal and specular by blank map and it's better, but still has this seeable line... But that's because of the texture/unwrapping. I unwraped the sofa without splitting it in two. I don't have the original blender file so I couldn't apply your very nicely done texture, so i just baked and applied the ambiant occlusion: and now the sofa works perfectly So what I recommend is for you to redo the UVMAP and rebake your texture New unwraping in blenderIn game renderAnd if you scared of losing resolution after losing some space in the UVMAP, you can use a 2048px texture map. Your couch is already 15k polys so I guess this item is not for slow computer... Thanks for the help ^_^ Pretty picture
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Post by Syboulette on Jun 13, 2020 1:34:27 GMT -5
You're welcome ! And I looked your website, your items are reallyyyy cool.
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