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Post by felixandre on Jan 21, 2017 11:31:42 GMT -5
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Post by inabadromance on Jan 21, 2017 11:41:31 GMT -5
hi! In you opinion, what is it exactly that you see it's wrong? Can you please share the .package? The bump map should be grey scale on both main texture and alpha. I personally don't see anything wrong with it.. that's how they show up in game and outdoors. I would put the details on the actual texture, and to "add a more detail" the bump map, not solely on the bump map.
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Post by felixandre on Jan 21, 2017 15:03:14 GMT -5
Thank you for your reply, I will upload the package file. To see better what I mean I did a comparison picture, I put the diffuse and bump map on a flat mesh next to the arch and it looks alright. Here the link to the package file: link
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Post by inabadromance on Jan 21, 2017 17:15:26 GMT -5
ohhh! I think i get what you're pointing out.You're speaking about the "break" in the middle that has a different lightning?. On the file you shared, the arch has 2 swatches. One with the "issue" and the other one looking better. If you look at the alpha channel on your bump map, you're going to see that the break is there and it's messing the overall image texture. I would re do the bumpmap if you want it to be "uniform".
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Post by felixandre on Jan 22, 2017 11:04:12 GMT -5
Thank you so much for having a look! I think the bumpmap is chorrect, the breakpoint in the bump is because of the x channel ( lights from the side), as the arch is having a breakpoint there, too. So I think it must be my model :(. I did another comparison picture: left: plane with diffuse and bump to show uv islands. middle and right: front and back, the light breaks there, where the model has edges. I checked in blender and the normals direction looks correct. These edges are all connected, its perfectly plane and there are no breaking points. I dont understand why the game is shading is broken in pieces. Here the picture:
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Post by inabadromance on Jan 22, 2017 16:20:58 GMT -5
As i've mentioned before, the problem relies on the alpha channel in your bumpmap. Please check the texture on that channel and modify it. I'm not sure why it displays different on that other mesh, but by fixing the alpha channel it should stop displaying that (since it's exactly what i see on the texture).
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Post by felixandre on Jan 22, 2017 18:46:42 GMT -5
Once again thank you!!! Do you mean the peak of the arch? I think its correct as the alpha channel is the channel where the 'light' needs to hit from the right side and the in the RGB channels the light needs to hit from the top. I tried what you suggested but the waves in the arch stayed. I'm afraid something is wrong with my vertex normals or something. Maybe this bump stuff is just not working as I expected.
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Post by Mathcope on Jan 22, 2017 19:00:13 GMT -5
How are you making the bump map?
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Post by felixandre on Jan 23, 2017 4:56:12 GMT -5
I created it with my normal map that I did for this mesh. I copy paste the red channel into the alpha layer and after that the green channel into the the blue and the red channel. I saw this method here on sims4studio I think.
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Post by Mathcope on Jan 23, 2017 9:45:49 GMT -5
Yes, but I mean how are you baking the normal map. Are you using Blender, 3ds, etc? If that is how you did it it might be its settings. When you bake a normal map in a 3d program it uses the lighting of that program, which is different form the ts4 game.
In some cases it might lead to issues, sometimes it works fine... . But In this case, you can try making the normal map using the diffuse and (for example) Nvidia Normal map pluggins for Photoshop.
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Post by inabadromance on Jan 23, 2017 11:38:51 GMT -5
hi! i think you're mixing up the channels. (in order) the red goes to the alpha, and the green to the RGB.
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Post by felixandre on Jan 23, 2017 11:40:11 GMT -5
Sorry :D, I thought you ment just the bump map. Im doing my normal in maya, its a tangent based one. I am modeling higher poly elements seperate to my lowpoly model and project them on a plane surface ( but keeping position and direction ), like this im creating elements that I can photoshop on my Uv shells. Do you think that could be the reason? When I photoshoped my elements to their right position I always kept them how they were projected I just scaled them to their right size.
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Post by anska on Jan 23, 2017 12:13:18 GMT -5
Someone once pointed out, that the bumps for walls/floors work differently than those for objects. Which might be the reason why the same diffuse/spec/bump combination looks alright on the flat surface, but not on the arch. As for the arch, I might be wrong, but the issue might simply be that the lighting is off on your Alpha-layer where the light is supposed to come from the side. It shouldn't have this breaking point at the tip, more like a smoother transition. If you look at the rosettes (which don't look odd on your arch) you see what I mean.
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Post by menaceman44 on Jan 24, 2017 7:59:58 GMT -5
Just throwing this out there, have you removed doubles on your arch mesh and split the edges correctly?
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Post by felixandre on Jan 27, 2017 5:28:22 GMT -5
I double checked, normals look good I also did edge split. I just did a workaround now and made the bump 50% less strong and I like the result. I can move on with another object Once again thank you for your help!!!!
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