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Post by xerendipity on Mar 30, 2017 3:13:24 GMT -5
Hi everyone! I come with a couple of little questions today in hopes that you gurus can help once again. I have a shadow issue (again), but I have changed out my bump and spec maps and the shadows aren't on my swatches, so I am guessing they come from my mesh. If so, how/where do I begin to correct, because the meshes look good to me. Is it a vertex paint issue (where I have to paint the weights? -If I'm even saying that correctly). Also, I made a wall coffee brewer, but I am getting an error message saying it cannot be used while on the ground. Is there a way to make it functional, and if so, can someone point me in that direction? I already changed it from counter use to wall, but I guess the actual brewing is controlled by something else? Thank you in advance! <3
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Post by brujah on Mar 30, 2017 9:09:31 GMT -5
For the shadow it looks like the hard edges need to split. Share the .package after that and someone can look into the tuning issue.
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Post by xerendipity on Mar 30, 2017 9:48:40 GMT -5
Lol. Yes. You are right, of course. Thinking I was so smart, I used a cube for the bodies so as to cut down on polygons. Ugh. :D If okay, I have attached the Coffee Maker .package. Wall Coffee MakerAny help on that would be greatly appreciated.
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Post by xerendipity on Mar 30, 2017 18:33:36 GMT -5
I am adding this for informational purposes (like in what NOT to do). With the Wax Warmer, since I couldn't get the Edge Splitting (total user error, I am sure) to work, I then tried the Sub Divide Modifier, and that made it all wonky (cube edges basically disappeared) and the whole thing looked kind of beveled. I then applied Remesh, which gave me this: to which I figured 'cool. I can work with this'. After decimating a little, since remeshing brought it up to about 5k polys, I got this: I had to re-unwrap just the cube, do some minor touch up on the swatch, but I figured I was still good. In my game however, it looks like it lost a 9-round fight with The Hulk: I tried flattening it too, and it still looks mostly the same. So, I learned my lesson and now know why others don't just use cubes for square parts. Lol. As an added note, I think I need to review more instructional videos and tutorials regarding edge splitting because I don't think I'm doing it correctly. Basically, when I hit Apply, I don't think it does anything. The part of the mesh, or the mesh itself seems to stay the same / shows no change - at least that is what I have noticed the last few times I have tried using it.
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Post by inabadromance on Mar 30, 2017 18:48:33 GMT -5
Woah woah woah... what's with all those groups?? And is that a single square? Why is it subdivided in so many divisions?
Can you please share the blend file with the correct amount of groups without doing any type of remesh or decimate?
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Post by Leniad on Mar 30, 2017 19:00:11 GMT -5
Hi everyone! I come with a couple of little questions today in hopes that you gurus can help once again. I have a shadow issue (again), but I have changed out my bump and spec maps and the shadows aren't on my swatches, so I am guessing they come from my mesh. If so, how/where do I begin to correct, because the meshes look good to me. Is it a vertex paint issue (where I have to paint the weights? -If I'm even saying that correctly). Also, I made a wall coffee brewer, but I am getting an error message saying it cannot be used while on the ground. Is there a way to make it functional, and if so, can someone point me in that direction? I already changed it from counter use to wall, but I guess the actual brewing is controlled by something else? Thank you in advance! <3 Leniad: I think the issue is with the animation, at the end it sets the pot on a slotted surface.
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Post by xerendipity on Mar 30, 2017 19:03:41 GMT -5
inabadromance I don't know! On the original warmer and exfoliating machine, I just used a cube for the bodies, but they looked funny in game. (Shadow issue). Brujah said they probably needed Edge Splitting and I agree because again, to save on pol count, I just used a cube. When I tried to Edge Split the warmer however, I don't think it did anything. Face number and everything remained the same. That's when I tried the above. Here is the original .blend and I think this is the original .package of the warmer. Original.blend.packageThank you very much for looking at them for me, Inabadromance! Edit: If there is no easy fix, it is no problem. I think I can just redo the bodies correctly, but I was kind of trying to avoid that.
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Post by xerendipity on Mar 30, 2017 19:10:49 GMT -5
LeniadYes, you may be right. I only worked on changing the placement of the object itself (slotting?), but I don't know how to make the change/changes needed for it to be functional. I'm okay with it being a deco item I guess, but it would be sweeeeeet to get it to work.
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Post by Leniad on Mar 30, 2017 19:19:13 GMT -5
You need to create a new interaction tuning StartCrafting_Pot. In EA version ln145 it sets the location. I am uncertain what would need to be done to fix that, but that is where I think the problem lies. You can look at my teapot HERE, I made a custom tuning for other reasons, but you can see what I am talking about.
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Post by inabadromance on Mar 30, 2017 19:32:42 GMT -5
From the .blend you shared, you need to go into edit mode, hover the square and press L to select it. Then ctrl+e and pick "edge split". I would higly suggest reducing the amout of vertices when using circles or all your items will be high poly. Remember to have your settings like this: In object mode, right click the mesh and on the side bar click "Shading: smooth". Go to edit mode and disable "limited selection" and i always suggest changing to "solid" (next to edit mode) to see things properly.
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Post by xerendipity on Mar 30, 2017 19:37:41 GMT -5
Oh, nice. I like your teapot!!!
I don't really want to put a lot of time into it though. If I can get it to work, that'd be really cool, but if not, I'm okay with it and may come back to it at a later time because I really would like to learn more about tuning and animations, etc. I am working on making/furnishing a beauty salon for my game and there are so many things I'd like to see in it, I may finish that up first.
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Post by xerendipity on Mar 30, 2017 19:48:27 GMT -5
Thank you inabadromance ! Yes, you are right about my circles and I decimate them as much as possible without them becoming deformed. Should I search for another way to reduce vertex count? Let me know please as this would help tremendously! [See Edit]. Also, thank you for the tips regarding my screen. I toggle A LOT between textured and wired, but will try solid. Thanks! The hovering and L tip is WONDERFUL! I didn't know you could do this and it makes selecting a part so much easier than what I was doing, which was to select it from the UV Window. As for the Edge Split, I normally pick Modifiers, Edge Split, and then hit Apply with the default angle, etc. selected. It doesn't seem to be doing anything when I do that, and just now I tried your method and again, nothing happened. Do you know why this may be? Edit: I Googled and just found this to reduce vertex count: Select all vertices, hit X button and select Limited Dissolve from the menu. Then hit F6 button and adjust Maximum Angle to get desired result. Then to triangulate the mesh hit Ctrl + T shortcut.It worked like a charm!! Thank you for drawing my attention to the high count, as I would have not actively looked for a solution had you not said anything. This is going to make a HUGE (pun intended ) difference.
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Post by inabadromance on Mar 30, 2017 20:50:33 GMT -5
Selecting from the UV would only work if you have sync on... but i wouldn't suggest doing that... it's better from the 3d view.
Edge split is a tool just like extrude, and i use what i've mentioned not from the modifiers tab. I tried it on my own with your blend and it worked just fine. If you could tell me exactly the steps you're following i might try to pin point what is it that you're doing differently or a step i might have missed.
As for the polygons, it's better to start of low than trying to decimate a high poly mesh. So just reduce the vertices when you pick the circle from the sidebar.
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Post by xerendipity on Mar 30, 2017 22:29:06 GMT -5
Hi Inabadromance! Yes, I normally enabled sync because I found that the easiest way of selecting parts especially once mapped - until now of course that you showed me better. As for the Edge splitting, I tried exactly the way you described, by selecting the part of the mesh I wanted (in this case the cube), then hitting CTRL+E and selecting Edge Split. It did nothing. Normally, I select the part of the mesh I need, click Add Modifier, select Edge Split (I leave the defaults as-is, meaning Edge Angle and Sharp Edges both checked, and the Split Angle at 30 degrees), then I just click Apply. It doesn't change anything either. I'm stumped. Oh, and yes; thank you, thank you, thank you regarding the vertices. I would normally add a mesh part (circle, torus ...) and decimate it, completely ignoring the vertices. Now I want to go through all my objects and clear out the vertices but that would be such a huge task. For now I will use this new knowledge for new things. <3
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Post by inabadromance on Mar 31, 2017 13:27:10 GMT -5
Have you change the shader to smooth like i've written above? Can you share a new version of the .blend after applying edge split?
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