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Post by yofriendo on Mar 25, 2022 2:51:36 GMT -5
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Post by simmerish20 on Mar 25, 2022 7:45:50 GMT -5
Try reducing the texture to 512x512.
You can't use non-standard texture sizes (yours is 576x576) - most TS4 texture sizes (with a few exceptions) need to follow the power of 2, where you start with 1 and double the number, so (1, 2, 4, 8,) 16, 32, 64, 128, 256, 512, 1024, 2048, 4092 (rarely any larger than this) are acceptable for each side. You can combine them (for instance 512x1024 is fine). Other sizes, even one pixel away, will cause weirdness in the texture or "fail" textures to appear (a pink/green texture, especially for pictures/wallhangings).
(edit: The smaller sizes I just put in there so the "power of 2" makes sense - Not sure if there's anything smaller than 16x16 or 32x32 in the game files, and the even smaller ones would be too small for anything anyway).
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Post by qolygonal on Mar 25, 2022 8:24:11 GMT -5
simmerish20 texture dimensions shouldn't be less than 4px because DXT compression works with texels and each texel is a 4x4 block of pixels. yofriendo delete uv_1 and uv_2 and re-import your blend file. Use these blank normal and specular maps.
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Post by yofriendo on Mar 25, 2022 16:48:36 GMT -5
simmerish20 makes sense! Unfortunately rescaling the texture didn't work for this case, but I appreciate the response! qolygonal ty! I'm very new to all of this - do I delete the uvs in both the joined and shadow blend files? How do I locate uv_1 & uv_2?
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Post by qolygonal on Mar 26, 2022 16:31:33 GMT -5
In Blender go to the Object Data tab > UV Maps.
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