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Post by difanxu0803 on Aug 24, 2020 5:08:36 GMT -5
Hi everyone! I just started to converting some of the 3d models i made and purchased (for personal use) for sims 4. During the process I've encountered several problems, the textures are all exported from Substance Painter, which comes with many maps. I've noticed the texture settings in The sims 4 are very different, e.g. for metal textures, i've imported the metallic map along with the roughness map, but when i checked in game, it seems like the roughness map is not working correctly because the metal bits have a weird shine. Also, some of the metallic maps seem to be working, but on one model the metallic map seems to be stretching, but it looks correct in blender. Is there a workaround of controlling the metallic roughness? Secondly, I have some models which have an emissive texture linked on some faces, how do i pack that in the game? or do I need to make it behave like a lamp? And I have one more question, is it possible to pack 2 texture map sets in one object?
I'm sorry if these are redundant questions, I've read through a few threads and haven't found any clear solution.
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Post by mauvemorn on Aug 24, 2020 6:10:19 GMT -5
Hi. You need to bake all of these maps and materials into the diffuse map. Object making is not my area of competence, but CAS items do have an emission map, so objects should have it as well.
As for stretching, check if the uvs are ok and if they fit within the uv space
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Post by difanxu0803 on Aug 24, 2020 12:48:23 GMT -5
Hi. You need to bake all of these maps and materials into the diffuse map. Object making is not my area of competence, but CAS items do have an emission map, so objects should have it as well.
As for stretching, check if the uvs are ok and if they fit within the uv space Thank you for your reply! I tried to bake the diffuse map, however it left a lot of undesirable shadows on the surface even i tried to lit the model evenly (it has a lot of knobs bolts and mechanical parts on it) . So i just tried layer the AO map on the color map and set it as multiply in photoshop, and adjust the brightness of the metallic map. Not 100% happy with the result but it does look a bit better in game. I think I'm going to editing these maps further.
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Post by hollycattus on Aug 24, 2020 12:56:34 GMT -5
You need to deselect almost all of those camera icon leave just your object and light(s depend how much light you want) this would prevent unwanted thing from baking in and casting shadows
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Post by mauvemorn on Aug 24, 2020 13:06:04 GMT -5
You can also bake shine and overlay it. Make sure no uvs overlap
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Post by difanxu0803 on Aug 24, 2020 13:26:16 GMT -5
You need to deselect almost all of those camera icon leave just your object and light(s depend how much light you want) this would prevent unwanted thing from baking in and casting shadows Hi! the scene I used to bake only has the model, lights and an HDRI (its essentially lighting as well). So unfortunately i think the casting shadow is kind of inevitable bc its not flat surface... :( Thanks for your tips anyways!
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Post by hollycattus on Aug 24, 2020 13:38:36 GMT -5
In that case try to reduce amount of ray bounces sometime in simple scenery it can make a lot of trouble especially when you have like 8 light bounces.
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Post by difanxu0803 on Aug 31, 2020 23:22:46 GMT -5
oh i think i've figured out how to convert textures made from metalness workflow to specular workflow
1)diffuse = color + AO (multiply) + metallic (inverted, multiply) 2)specular = color + metallic (multiply) 3)glossy = roughness (inverted)
update:actually painter has a specular workflow preset, so from now on i think i will be trying to use that if im making anything for the game
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Post by SimVault on Oct 5, 2020 22:53:08 GMT -5
oh i think i've figured out how to convert textures made from metalness workflow to specular workflow 1)diffuse = color + AO (multiply) + metallic (inverted, multiply) 2)specular = color + metallic (multiply) 3)glossy = roughness (inverted) update:actually painter has a specular workflow preset, so from now on i think i will be trying to use that if im making anything for the game Hello, were you able to find the best settings? If so, could you please share? I'm having to add photoshop onto my exported texture from substance painter to give it shadows on the 2d texture.
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Post by SimVault on Oct 7, 2020 15:33:14 GMT -5
difanxu0803 & everyone! I have finally found a way to get the shadows from your 3D viewport to reflect on your 2D map in Substance Painter - tutorial to come!
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Post by difanxu0803 on Oct 21, 2020 9:27:48 GMT -5
oh i think i've figured out how to convert textures made from metalness workflow to specular workflow 1)diffuse = color + AO (multiply) + metallic (inverted, multiply) 2)specular = color + metallic (multiply) 3)glossy = roughness (inverted) update:actually painter has a specular workflow preset, so from now on i think i will be trying to use that if im making anything for the game Hello, were you able to find the best settings? If so, could you please share? I'm having to add photoshop onto my exported texture from substance painter to give it shadows on the 2d texture. Hey! it should be the "PBR - Specular Glossiness (allegorithmic)" although i found the specular workflow is kinda confusing for me and I haven't port many assets into the game since so I just stick with the metallic workflow....
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Post by difanxu0803 on Oct 21, 2020 9:31:11 GMT -5
difanxu0803 & everyone! I have finally found a way to get the shadows from your 3D viewport to reflect on your 2D map in Substance Painter - tutorial to come! Regarding shadow information you need to bake all the utility maps in substance before painting/filling, after baking it should have AO on the 3d view as well as2d map
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