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Post by yyyyyyyyfffffffff on Sept 19, 2021 13:33:53 GMT -5
what object did you clone ? and the object has too much polygons, objects have a polygon limit is 10k if the object bypass that limit you will see some shadow issues in game
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Post by menaceman44 on Sept 19, 2021 15:53:18 GMT -5
I've taken a look at your textures and your mesh in blender and I cannot see what would cause the strange texture issue.
I am confused why you are using square textures with 50% being unused though. You could use the space much better than you have. If you don't want to edit your UV you could leave the mapping as it is you and make the file size smaller by making the unused areas of your textures a single colour instead of having unused patterns on them.
As for the poly count, yyyyyyyyfffffffff is correct, it is WAY too high. There is absolutely no need for that many polygons. I understand you want your objects to be high quality but they are in a place on the mesh that is barely visible on the object and this is very likely to cause visual glitches with shadows in the game. Even if you don't experience it yourself, others that may download your table could. Usually this looks like a shadow has exploded out from a single point across your entire object and happens when meshes go over 10,000 polygons.
If quality it something you are wanting to ensure then the poly count is something you should certainly take a look at. More ploygons does not always equal a better object.
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Post by yyyyyyyyfffffffff on Sept 21, 2021 15:32:12 GMT -5
also high quality content does not mean high poly for example your table is 20k the same can slow people game , as for cars you can use up to 50k. you are using a table with glass parts always check your poly count i do understand that you want your content to be high quality cause sims 4 is a low polygon game
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Post by Fwecka (Lolabellesims) on Sept 21, 2021 23:36:40 GMT -5
also high quality content does not mean high poly for example your table is 20k the same can slow people game , as for cars you can use up to 50k. you are using a table with glass parts always check your poly count i do understand that you want your content to be high quality cause sims 4 is a low polygon game I've got to agree here. I looked at this mesh and the topology is crazy looking, the UV map is crazy looking, and the high polycount is entirely unnecessary. You have edges that I guarantee you could remove and the shape of the mesh would not change one bit. If you remove edges, enter edit mode, A to select everything, Alt + J to turn your tris to quads. This means less edges to get in your way. Go through your mesh one section at a time. For instance, select all but one portion of your mesh, press H to hide. Select what's not hidden, press W > Remove Doubles. Select edges here and there and press X > Dissolve Edges. Remove anything that will not be seen, as well. Once the polycount is reasonable, unwrap your table one section at a time. For instance, select the top (Ctrl + L will automatically select all linked geometry), press U and unwrap it, then move the island off the map somewhere (you can try Smart UV Project if you don't like how the UV islands turn out, or you can enter top, left, right, or bottom view and use Project from View). Then H to hide that section. Select another section and do the same thing until everything has been unwrapped. You can select and unwrap the wavy edges as strips instead of tiny faces all over the place on your UV map. Press Alt + H to unhide. Once everything is unwrapped, if there is no image in the UV editor, in the UV editor, press A to select everything, then open your texture via the image browser. Now your UV islands will be assigned to your texture. Press N to open the right panel. Under Shading change GLSL to Multitexture. Press N to close the panel. Enter texture viewpoint shading. Now you can see how the texture looks on your mesh in real-time. Start sizing and placing your UV islands. Watch your mesh to see how the texture looks as you are adjusting your UV islands. The high polycount is not helping you and can actually introduce problems. You can try decimate but it will ruin your topology. However, the topology isn't good in the first place so maybe you have nothing to lose by using decimate.
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Post by Fwecka (Lolabellesims) on Sept 21, 2021 23:40:46 GMT -5
Forgot to point out that you can bake a bump map from a high-poly mesh to a low-poly mesh. This way, you can preserve details without having a lot of polygons. Use this tutorial for help.
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