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Post by Moon on Jul 7, 2020 8:44:31 GMT -5
Hi, I've made a camera and I'm trying to convert it to an accessory, it works in categories like right wrist and gloves, however when I try to make put in the hair category this happens: So does anyone knows how to fix it? Also, the texture looks very low quality for some reason, the original texture is very good quality but when I upload it for my accessory it turnes very low quality, blurry and pixalated like this: So I was wondering why this would happen and how to fix it? I'm using the texture hat space in the uv map for my accessories, but the quality always gets compromised and I really don't understand why so any help would be highly appreciated. Here's the package and blender file in case you wanna take a look at it: simfileshare.net/folder/104750/
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Post by mauvemorn on Jul 7, 2020 8:49:36 GMT -5
Hi. To prevent the hair from switching to a hat chop, edit Region map of your camera.
-switch to Warehouse tab, click on Region map, then on Edit Entries or something like this; -select the first entry, change Layer to 0, RegionType to Base; -select the second entry and just Remove it; -save
The object's has a much bigger space for uvs than hats. When you scale down uvs and texture, there would inevitably be loss in quality
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Post by Moon on Jul 7, 2020 8:59:50 GMT -5
mauvemorn I will edit the Region Map then, thank you very much!! As for the texture problem, I see that lots of other people who create acc doesn't seem to have such problem so that's why I think maybe I'm doing something wrong? :-[
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Post by mauvemorn on Jul 7, 2020 9:55:38 GMT -5
They might be making preview with HQ textures or just have less uv islands that they can make bigger. Do not be tempted to put uvs in the space meant for extra clothing parts, there will be texture overlapping. Another thing that plays a big role is how you unwrap the mesh. Things that need extra definition should be bigger ( the picture of flowers ), while things that do not need it ( the frame or the backside of the polaroid pic) can be smaller. If certain things have identical texture, you can map one over another. It is best to unwrap each part( like, the lens ) of the camera as one uv island instead of each part of the lens to have its own uv island. I don't see a point in re-doing the uvs now to stack them since the item is already high-poly. This should have been done in the process of modeling.
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