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Post by jeskit on Jan 19, 2022 7:00:09 GMT -5
Hi I've been working on this big circus tent mesh for a while. I'm almost there with it I think, but I've run into an issue with its lighting and shadows in game. I used the pirate ship object from Get Together (front part) to make this, because it had enough textures for me to work with for such a big mesh. My object has 4 mesh parts, with 4 textures + normal and spec maps for each. The pirate ship has seven mesh parts, with mesh_3 and mesh_4 sharing a texture, and mesh_5 and mesh_6 sharing a texture. I divided my mesh into more parts to match this. mesh_1 is a mesh part with a PhongAlpha texture, and since I didn't need it I reduced it to one face and hid it inside my mesh with its original texture on it. The tent looks ok in s4s (I've added a LOD1 and shadow LODs also, cut numbers all match) but I can't figure out why the lighting isn't appearing correctly in game. Maybe it's my spec maps? Things I've tried: deleting all occluders, creating and adding my own cube map, and turning off SSAO intensity (on all textures and LODs). I'm a 3D art & animation student but I mostly work with Maya and I'm super new to creating cc, so any help would be really appreciated! Here's my package file
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Post by qolygonal on Jan 19, 2022 17:41:55 GMT -5
Firstly: Secondly, your bump textures are incorrect. Read here about how to convert a normal map to a bump map. Third, you need to split the hard edges. Before (with average normals) After
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Post by jeskit on Jan 20, 2022 0:37:11 GMT -5
Firstly: Secondly, your bump textures are incorrect. Read here about how to convert a normal map to a bump map. Third, you need to split the hard edges. Before (with average normals) AfterHi qolygonal, thanks so much for your help! I fixed the things you mentioned and the tent is looking better in game, but I'm still getting this odd lighting issue where one side of the mesh is dark while the other is light. I tried replacing the specular maps with blank speculars (found in these forums) and I've also fixed the bump maps, unchecked Index32 from everything (I'm pretty sure) and split the hard edges. I checked the normals on the mesh as well and they're all correct. I can see that you've managed to get the tent appearing correctly in game, would you possibly be able to share that package file? Otherwise please let me know what I might have done wrong or missed! forgot to add, here's my edited package file
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Post by jeskit on Jan 20, 2022 1:40:46 GMT -5
omg please disregard my last post, I finally got it! :D I redid the object over from the start, and I'm not sure if I fixed some of the settings along the way as well, but I think the biggest issue was the bump maps. I thought I'd done them correctly following the instructions in the link, but they were turning out oddly dark. In the end I exported the bump map from the original ship object and combined it with my own bump map on top, which made them lighter like the originals. I also checked on generate mipmaps when I saved the DDS files, which I didn't do originally. Just including this info on how I finally fixed the problem for anyone who might come across this thread.
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