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Post by clawort on Aug 24, 2020 3:43:15 GMT -5
Having problems with a texture for a custom garment. It appears fine in TS4Studio but in game, it has those light blue patches. Thought it was an issue with flipped normals but when I recalculate the normals in Blender, it got worse. Here's what the issue looks like: linkWhat's causing it?
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Post by mauvemorn on Aug 24, 2020 3:49:17 GMT -5
Hi. You need to upload the image on the image hosting website like imgur and give us a link. We do not have access to your pc to use a path
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Post by clawort on Aug 26, 2020 3:16:05 GMT -5
Hi. You need to upload the image on the image hosting website like imgur and give us a link. We do not have access to your pc to use a path Okay!
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Post by clawort on Aug 26, 2020 3:19:24 GMT -5
Hi. You need to upload the image on the image hosting website like imgur and give us a link. We do not have access to your pc to use a path Fixed it! Here's the issue now: imgur.com/6Q1vrFI
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Post by mauvemorn on Aug 26, 2020 7:25:31 GMT -5
This might be a normal map issue, a lot of going on in the pic, so it's hard to say for sure. Could you also share a blend and package files through a file-sharing website like google disk
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Post by clawort on Aug 27, 2020 2:25:27 GMT -5
This might be a normal map issue, a lot of going on in the pic, so it's hard to say for sure. Could you also share a blend and package files through a file-sharing website like google disk Dunno. But how do I fix normal map issues like this one?
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Post by clawort on Aug 27, 2020 2:30:17 GMT -5
This might be a normal map issue, a lot of going on in the pic, so it's hard to say for sure. Could you also share a blend and package files through a file-sharing website like google disk Dunno. But how do I fix normal map issues like this one? Also, here's the Blender file to look at: www.mediafire.com/file/fancdh0k9cl6kog/reshiram+dress+wip.blend/file
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Post by mauvemorn on Aug 27, 2020 6:12:43 GMT -5
The Normal map comes in the package, not blend. You should not use Decimate modifier because it messes up EVERYTHING. The mesh will animate and morph in the cramped paper type of way, may have ripped uvs and display texture wrong. You can use it to make LOD2-3 because any imperfections would not be visible from afar, but most certainly never on the body.
Also, you should not scale uv islands individually or there will be dramatic difference in texture quality between certain areas of the mesh
To understand what a map should look like, always check what the maxis map for something similar looks like. Also, never ever use Make blank button, it removes maps from the file thus disrupting them. For testing, use these blank maps, but it's always best if you make proper ones, it's not hard
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Post by clawort on Aug 28, 2020 2:44:35 GMT -5
The Normal map comes in the package, not blend. You should not use Decimate modifier because it messes up EVERYTHING. The mesh will animate and morph in the cramped paper type of way, may have ripped uvs and display texture wrong. You can use it to make LOD2-3 because any imperfections would not be visible from afar, but most certainly never on the body.
Also, you should not scale uv islands individually or there will be dramatic difference in texture quality between certain areas of the mesh
To understand what a map should look like, always check what the maxis map for something similar looks like. Also, never ever use Make blank button, it removes maps from the file thus disrupting them. For testing, use these blank maps, but it's always best if you make proper ones, it's not hard Okay!
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Post by clawort on Aug 28, 2020 3:04:21 GMT -5
The Normal map comes in the package, not blend. You should not use Decimate modifier because it messes up EVERYTHING. The mesh will animate and morph in the cramped paper type of way, may have ripped uvs and display texture wrong. You can use it to make LOD2-3 because any imperfections would not be visible from afar, but most certainly never on the body.
Also, you should not scale uv islands individually or there will be dramatic difference in texture quality between certain areas of the mesh
To understand what a map should look like, always check what the maxis map for something similar looks like. Also, never ever use Make blank button, it removes maps from the file thus disrupting them. For testing, use these blank maps, but it's always best if you make proper ones, it's not hard I'm still getting the issue even when putting in the maps!
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Post by mauvemorn on Aug 28, 2020 9:56:39 GMT -5
Again, I need to see the package to know what the blue things are. I cannot tell if they are parts of the texture or some shading issue because I do not know what the dress should look like. I got the blend in game and saw no blue patches obviously. What I did see was that the mesh was clipping into itself in places where there were layers. When you used Decimate modifier, it changed topology in a way that the "fabric" underneath pokes out of "fabric" on top of it during animation. The edge flow should go like in the first pic, not in the second
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Post by clawort on Sept 5, 2020 3:29:38 GMT -5
Again, I need to see the package to know what the blue things are. I cannot tell if they are parts of the texture or some shading issue because I do not know what the dress should look like. I got the blend in game and saw no blue patches obviously. What I did see was that the mesh was clipping into itself in places where there were layers. When you used Decimate modifier, it changed topology in a way that the "fabric" underneath pokes out of "fabric" on top of it during animation. The edge flow should go like in the first pic, not in the second Okay! I actually know that already because I've created layered garments before.
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