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Post by lenalechou on Feb 12, 2022 23:59:27 GMT -5
Thank you mauvemorn and menacemann44. I moved the boots up and it worked. But in CAS the mesh it still appears too shiny. I used the specular map of the game and adjusted it. How can I make it look like this? Here is the last blender file: files.fm/u/e8294vzpk#/view/epx9snkq6 and package file: files.fm/u/e8294vzpk#/view/hbjxajs4tPlease tell me if you think I must correct and anything else before I do the rest of lods.
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Post by menaceman44 on Feb 13, 2022 9:04:40 GMT -5
It's the Specular texture that is causing the boots to appear shiny. You can't preview this effect in Studio and have to check in the game each time you change it. If you don't want any shine at all then you can replace the specular with a blank one. (DON'T use the Make Blank option) Edit the texture so that both the main texture and the mask are both black. If you you still want a little bit of shine then edit the mask file so that the white areas are a dark shade of grey. You could also make the alpha of the main specular a dark grey as well. For more information on speculars you can check here> sims4studio.com/thread/1728/information-on-cas-specular-rlesand here> sims4studio.com/thread/23520/working-on-specular-map-sims
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Post by lenalechou on Feb 13, 2022 15:43:24 GMT -5
Thank you menaceman44. I edited the original specular and I decrease opacity at 2%. More opacity look the boots too shiny. Here is how it looks in CAS: And in game: Here is the last package file: files.fm/u/e8294vzpk#/view/726my5md5If you think that I made something wrong, please tell me to correct it. The pants and the boots I made are parts of this project: files.fm/u/e8294vzpk#/view/6wn5emu4h(they are parts of ea meshes and free blender models, which I edited them) I'll try to do the rest of them and if I have any issue I'll post it here.
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Post by menaceman44 on Feb 13, 2022 17:14:44 GMT -5
I find that specular textures are easier to edit and control if you can work with them in DDS format. Instead of having to use transparency to control the strength of the effect, you can just change the shade of grey on the alpha channel.
I can see that the specular mask texture is still bright white for the areas of the boots. If you change that to a shade of grey that will lessen the shine as well.
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Post by lenalechou on Feb 14, 2022 9:35:29 GMT -5
Hello menacemann44. Unfortunately I don't know how to do that. The programm I have does not have these options so I can't work in DDS format. I desaturate the map but it is still the same.
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Post by pepps on Feb 14, 2022 11:35:41 GMT -5
The specular resource consists of two components. The mask is the one with only black and white. If you export this resource you should get both and then you can change the mask to full black (no shine at all) or lower the brightness so the white box turns gray which reduces the shine. For the mask .png is just fine.
As example. A mask determines what is seen and how opaque.
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Post by mauvemorn on Feb 14, 2022 12:32:02 GMT -5
The specular resource consists of two components. The mask is the one with only black and white. If you export this resource you should get both and then you can change the mask to full black (no shine at all) or lower the brightness so the white box turns gray which reduces the shine. For the mask .png is just fine.
As example. A mask determines what is seen and how opaque.
the .mask file does not control the intensity of the shine, it is responsible for layering. For example, filling that area with white will tell the game " in this area render shoes's specular only". Filling with grey = "render the shoes's and whatever else is in here". Black = " render whatever is underneath only". So, if a sim is wearing shiny tights or socks, their speculars will be rendered on top of boots. Here's an example of the tights' specular being rendered on top of the dress
So if you want to make the specular less intense, you need to make both rgb and alpha channels of the first file darker
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Post by pepps on Feb 14, 2022 13:21:44 GMT -5
Interesting how differently a mask works here than I know them from photoediting softwares. But I tested it on the shoes beforehand, and it reduced the sheen as well. Why is that when it has nothing to do with the intensity and without anything else to render? (just curious for learning purposes)
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Post by mauvemorn on Feb 14, 2022 14:37:26 GMT -5
Interesting how differently a mask works here than I know them from photoediting softwares. But I tested it on the shoes beforehand, and it reduced the sheen as well. Why is that when it has nothing to do with the intensity and without anything else to render? (just curious for learning purposes) So you have jeans. Their .mask is black and white. The white covers the same exact area where the uvs of the jeans are. white = project only this item’s specular onto its surface; black = project any other item’s specular onto the surface of whatever is unwrapped there. then you have shiny tights with the same .mask. How does the game know what to render if both .masks say “project me here”? Probably their sort layers that say “the jeans’ textures come first”. but what if the jeans are ripped and you can see the tights through holes? then you need to fill those holes in the jeans’ .mask with black so that the tights’ specular is visible there. now, using this logic, what will happen if the whole .mask of the jeans is black? The tights’ specular will be rendered on top of jeans. and what will happen if instead of black and white there is black and grey? Both speculars will be rendered. but what if tights have no shine? the same logic remains except for, instead of showing another item’s shine, the game renders another item mattness. As a result, you think “making white darker reduces the intensity of the shine”, but the moment you will put shiny tights on, you’ll see another object shine come through. If it is still confusing, test it with items that are shiny. clone any maxis pants, make their .mask grey and black. Then put them on a sim in CAs and put shiny tights underneath. After that put matte tights underneath.
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Post by pepps on Feb 14, 2022 15:44:33 GMT -5
Ok. That is absolutely enlightening even though S4S don't let me save my full black .png mask and reverts back to the original even though I saved. I'll test that later with a black .dds. It does make sense though because the area of the map is already for its specific part and I always wondered why the specular map needed another mask specifically. But here for the purpose of the boots no .dds is needed because one can also manipulate the channels of a .png The original was green.
lenalechou Look for some color balance/correction option in your software which let you allow to manipulate channels. You have to open your channel window too, so you'll see the results after application. Maybe this forum already has a thread for tipps for different outcomes in relation to channels. Highlights, Midtones and Shadows also play a role. But I have to admit that my expertise ends here.
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Post by mauvemorn on Feb 14, 2022 15:46:30 GMT -5
Yeah, it does not like when the file is fully black/transparent, you need to put a tiny grey dot somewhere.
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Post by lenalechou on Apr 3, 2022 7:04:16 GMT -5
Thank you for all the help menaceman44 and mauvemorn. It took me days, but I think I finally made the map. In CAS looks good: I made the boots from the start and using ea textures which I edited them. Here is the last blender file: files.fm/u/u29q8um6e#/view/uj6dvnnsu and package file: files.fm/u/u29q8um6e#/view/wpmhchca9I 'll try to remake and the top's shadowmap now.
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Post by lenalechou on Apr 6, 2022 13:26:43 GMT -5
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Post by menaceman44 on Apr 6, 2022 14:29:59 GMT -5
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Post by mauvemorn on Apr 6, 2022 15:15:39 GMT -5
The way s4s converts png to dds creates black artifacts that are then visible in CAS, i was not able to fix this in any way other than create a map in dds
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