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Post by SilverMoon on Nov 5, 2021 18:52:02 GMT -5
Hello, I am new to creating object for sims 4 and I have a problem after importing my mesh into the game. It looks bad, looks like the edges got smoothed out once imported and parts are clearer than other ... However in Blender my mesh looks correct. because of what this is due? In Game thank you in advance for your help
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Post by Fwecka (Lolabellesims) on Nov 6, 2021 4:00:50 GMT -5
Hi. Cute table. Share your blend file and your package file, please.
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Post by archangelic on Nov 6, 2021 4:16:59 GMT -5
That is a texture thing , texture looks differently at blender and at S4S and in game . You have to work it a bit out with the texture in order to find how it looks better in game .
Actually did you import your texture through the S4S as a dds file or you used blender for that ?
Also do not forget that the game use shades and shadows witch none of the above programs use ( well blender kinda does but the lamps do not represent the game as it is , cause inside the game you got also the light that you have placed in the scene not only the world lighting etc. ) . There for it is kinda normal your item to look at some places darker and lighter and because of that the perspective of the object changes .
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Post by mauvemorn on Nov 6, 2021 4:28:05 GMT -5
Hi. The game shades everything as smooth by default. When sharp edges are shaded as smooth, they look like what you are seeing. To force the game to shade the edge as sharp, you must split it. Either way, as fwecka said, please always provide the files
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Post by SilverMoon on Nov 6, 2021 7:59:16 GMT -5
Hi. Cute table. Share your blend file and your package file, please. Blender filePackage
I don't think this is due to a texture / specular problem. I know the shading is not at all the same as in Blender. I also created the other piece of furniture in the photo and yet I don't have this problem with it.
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Post by mauvemorn on Nov 6, 2021 8:38:46 GMT -5
Well, yeah, the sharp edges are not split but also, the mesh is a bit too high-poly. Objects cannot go past 10k or weird shadows will start appearing on them - for a second separate the decorations on top (like, the spheres); - select the vanity table, disable auto smooth. you'll see the same issue; - add the edge split modifier and change the angle to about 40 bear in mind that edge split can split things that you would not want to be shaded as sharp, so its always best to do things like this manually by marking these edges as sharp first and splitting them at the same time ( just uncheck Edge angle in the modifier)
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Post by SilverMoon on Nov 6, 2021 9:11:53 GMT -5
Thank you very much, it works fine So, I always have to leave the angle of the Edge Split modifier at 40? And, the auto smooth is useful in other case where I should rather always leave it disabled?
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Post by mauvemorn on Nov 6, 2021 10:52:07 GMT -5
No, you need to adjust it. Lower or raise it until the right edges are split and the wrong ones are not
Auto smooth is something that has no effect on the mesh in-game. You can leave it enabled for baking textures or just bake them after splitting the mesh
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Post by Fwecka (Lolabellesims) on Nov 7, 2021 6:26:14 GMT -5
The package has five object definitions in the warehouse so you should clone a new table and re-import your meshes and textures into it. And did you make this in a version of Blender that's higher than 2.79? I couldn't open it. Had to append the mesh. I don't know if using Blender 2.79+ would affect anything or not, though. There are problems but overall mesh looks pretty clean to me. I didn't notice any faces squashed between others (believe it or not, that can create weird shading), or any mesh flickering (Z-fighting). It does help to split edges as Mauvemorn stated and you could easily reduce the polycount, too. Bear in mind that splitting edges will increase your polycount, which is why you should reduce the polycount in other parts of your mesh. In the curved portion of the table and the handle, you can dissolve some edges and the shape of your mesh won't change at all. (edge-select, shift + Alt select edges, X > dissolve edges). Look at the UV map. See how dense some UV islands are? Those are the areas you can reduce. I've outlined in red some but there are other areas. And I found one bead that had a face inside; there may be more. Anything that won't be seen should be deleted. Hide faces in your way with H. That way, you can see anything that's inside. Alt + H to unhide. On the bottom, there are four faces that could be easily turned into one quad. Edge-select mode, select edges, X > dissolve edges, or face-select mode, shift-select all four faces, press F. Studio will turn your quads to tris which will double your polycount so keep that in mind. There are also some faces that are not quads or tris; they are called N-gons. Studio won't accept those areas as is and will turn them to tris, as I just stated. You may not like the result so it's best to split them up. Shift-select two vertices and press J. A new edge will be created between the two vertices. Or use the knife tool (K). There is a UV island that is shaped like an upside-down U. That one should be deleted and remade into three faces. In the UV editor, enable Keep UV and Edit Mode Mesh Selection in Sync. Now you can see your UV islands without selecting your mesh. Select that UV island, put your mouse cursor in the 3D window, X > Faces. Hide everything in your way; you can select what you need to hide in the UV editor or the 3D window. Vertex-select mode, shift select four vertices, F to make a new face. Make three new faces. It will mess up your UV layout so select the three faces, Ctrl + Numpad 7 (bottom view), U > Project from View. Scale and move the new UV island.
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Post by SilverMoon on Nov 7, 2021 19:45:32 GMT -5
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Post by archangelic on Nov 8, 2021 1:32:52 GMT -5
Congratz on your project :D .
How do you use blender 2.9 and you are able to import at S4S ?
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Post by Fwecka (Lolabellesims) on Nov 8, 2021 2:55:11 GMT -5
Looks great, Silvermoon! Are you planning to share it? I'd like to have it, please and thank you. Archangelic, no, you can't import a mesh made with Blender 2.80+ into Studio. I use Blender 2.78 and I can't open a blend file made with any version above 2.79. Blender starts to open then immediately crashes to desktop. I have to append the mesh. If you wanted to use a version of Blender above 2.79 you'd have to open the blend with, or append the blend into, a lower version of Blender and then save the file. Then you can import it.
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Post by SilverMoon on Nov 8, 2021 7:15:10 GMT -5
Congratz on your project :D . How do you use blender 2.9 and you are able to import at S4S ? no I cannot import with version 2.9. I save my meshes once finished in .obj format that I open afterwards with version 2.7 to be able to finish the settings and import it into s4 studio. Fwecka (Lolabellesims) yes I would share it when finishing the set of objects that will go with it
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Post by Fwecka (Lolabellesims) on Nov 11, 2021 6:02:53 GMT -5
Post a link when you finish it. It's really cute!
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