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Post by marsmerizing on Jul 5, 2022 1:31:07 GMT -5
Hello! I've been avoiding normal map for a long time. I just couldn't figure out how to make one. And then I tried to follow SYLD's tutorial (pretty easy to follow I think) but it still doesn't work somehow. I don't know where I did wrong. please help! thank you.
and also the .dds file gave me a long error message so I used the .png file even though it has to be .dds file in every tutorial I see. and this not only happening in this CC too. I tried to modify the normal map of an edited maxis' clothing and every time I want to put in the .dds (edited) file, the same error message pop out too.
edit: oh I forgot, and here is how the problem looks like
if it's not working
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Post by mauvemorn on Jul 5, 2022 8:28:00 GMT -5
Hi. The alpha channel is not being saved. You need to save the file as bc3 or dxt5 (older versions)
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Post by marsmerizing on Jul 8, 2022 10:42:41 GMT -5
hi, again! So, I think I have figured out to some point. I am making trouser now. but since it is still about the normal map problem, I'll just continue this thread. Anyways, I missed a few step (that was not included in most of tutorial I followed) but finally, I was able to put in the dds file to the s4s. however, one of the swatches looked weird. with some crazy lighting/highlights, but the black one is looking great. fyi, I am using cas lighting mod, just in case this could be one of the reason it looked weird. did I miss something again? package file drive.google.com/file/d/19HzYTlZE5Fbt_xT7GqAVkC5rbwog-1X0/view?usp=sharing
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Post by mauvemorn on Jul 8, 2022 12:42:45 GMT -5
The normal map is still not made correctly. Clone any pants, export the normal map and compare to yours. The red channel goes into alpha and the green into rgb. Both look grey, not black
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Post by marsmerizing on Jul 10, 2022 23:16:55 GMT -5
hello again! lol. so, I think my trouser's normal map is good enough after fixing it. I did copy the red to alpha, green to red and blue, but not the rgb channel because all of the tutorial I've seen they did not do that. so, thank you! and also turns out that I can't just simply save the psd to dds by typing .dds at the end to make it work. I needed to convert them to dds, online. and generating the normal map online is way easier too. so, hopefully I did it right this time. however, going back to my initial project, which was the punk dress, the texture is looking great (no shines) after putting in the normal map I just made, but the lighting is off between the torso area and the skirt area. I wonder how to fix it. could it be the canvas size? drive.google.com/file/d/1YKxcTwnPVHksbcMJfnBIJ5IU8-uIFFl7/view?usp=sharing
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Post by mauvemorn on Jul 19, 2022 11:16:35 GMT -5
Sorry for the late reply, but the normal map still looks wrong. You do not need to convert the file online or even make it in dds. Here's a video tutorial that shows how to make a normal map in png in photoshop There are other problems: - you cloned an item made of 3 meshgroups but imported the blend with one. Only one meshgroup was replaced while the other two stayed. If you were to re-export the blend, you'd see that; - you should never decimate lod0, especially with the body attached, it will look like cramped paper. Instead either model in quads and keep Particle distance high or retopologize the mesh. - when making a dress, you must clone a dress. Dresses are rigged differently than swimsuits, the rigging must match or you might get severe distortions like this- you should not individually scale the uv islands of the same garment unless the difference in quality is acceptable. For example, it makes sense to make buttons bigger for the extra definition but the back of the sleeve must not be of worse quality than the front, it will be noticeable, especially if you will use patterns; - on uv_1 it is noticeable that the reference was not a dress; - dresses must be vertex painted with two colors Vertex paint dictates what variation (skin-tight and robe-like) of deformation maps the painted area will deform according to in CAS during body customization and animation. 00FF00 is for skint-tight areas, 3FFF00 is for any skirt-like area ( skirts, bottom parts of dresses, coats, aprons, etc). Start by choosing 00FF00 and Paint - Set vertex color 1). Disable Limit selection to visible; 2). Holding Ctrl, lasso-select the bottom part of the mesh starting somewhere in the middle of the pelvic bone; 3). Enable sync; 4). Press B and deselect legs; 5). Switch to Vertex paint and enable Face selection masking for painting; 6). Type in 3FFF00; 7). Paint - Set vertex colors; 8). Press A twice to deselect and select everything again, Paint - Smooth vertex colors I'd recommend to make a more simple item (like a tank top) and adapt it for the sake of learning, then re-do this one starting from MD
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