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Post by yyyyyyyyfffffffff on Jul 26, 2021 15:13:11 GMT -5
hi i created this object and the shadow lod shows some grey lines look the picture ibb.co/rkqtpkz
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Post by yyyyyyyyfffffffff on Jul 27, 2021 8:27:33 GMT -5
help
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Post by mauvemorn on Jul 27, 2021 8:32:18 GMT -5
Could you share a package please?
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Post by yyyyyyyyfffffffff on Jul 27, 2021 14:36:11 GMT -5
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Post by mauvemorn on Jul 27, 2021 15:29:04 GMT -5
I do not know for a fact, but this might just be how the mesh is shaded in s4s. When I export it, remove doubles, and import it back, not much changes. I also do not see the difference from the original shadow mesh. Probably not something you should worry about, but best to wait for someone competent in object making to respond
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Post by yyyyyyyyfffffffff on Jul 27, 2021 15:30:21 GMT -5
i tested the objetct in game and it looks so beautiful as you said it's just a shade from s4s
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Post by yyyyyyyyfffffffff on Jul 27, 2021 15:34:40 GMT -5
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Post by Fwecka (Lolabellesims) on Jul 28, 2021 3:09:10 GMT -5
Your mesh has split edges along the side that should not be there. When edges are connected, they are shaded differently than when they are split; when they are split, they are shaded differently than when they are connected. Don't worry if that doesn't make sense. As you continue working with meshes, you'll get a feel for it. To fix your issue, go into edit mode, press A to select your entire mesh, then press W and choose "remove doubles." This will merge any vertices that are practically on top of one another. However, your mesh needs to have some edges split so that you don't get shadows in places you don't want them. You see, whenever you have faces that are "facing," for lack of a better term, away from each other but are still connected, Blender and the game do not know how to light those faces correctly. When I refer to faces facing in opposite directions, here is an example, and take note of the shadow on the edge. That shadow is there because the edge has not been split. Your mesh should have split edges where the lid meets the container and where the knob meets the lid. Do this by going into edit mode, make sure you have edge select activated, select the ring of edges around the bottom of the lid and the knob, press T, open the side panel and under "Shading/UVs" mark the edges sharp. Then go into object mode and use the edge split modifier. Make sure "edge angle" is not selected or it will edge split other edges that you haven't marked sharp. Press apply. Then, to make your other LODs, you can either reduce the polycount on LOD 0 mesh you just fixed, or you can import the lower LODs and do to them what you did with your LOD 0. It's your choice.
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Post by mauvemorn on Jul 28, 2021 3:13:47 GMT -5
The thumbnail issue is caused by this?
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Post by Fwecka (Lolabellesims) on Jul 28, 2021 3:18:35 GMT -5
The thumbnail issue is caused by this? No, the mesh has a split edge that runs down the side. Don't know how that could have happened. Maybe Studio split the edges. ¯\_(ツ)_/¯ Someone else asked a question about this today. Edit: You supplied the answer here, Mauvemorn. The canister part of the mesh, the circumference of the canister portion, has separate UV islands. You'd think that portion of the mesh would be just one UV island, but it isn't. It's split up. I think the split edge occurred because of the way it was UV mapped.
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