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Post by j on Aug 19, 2016 12:47:08 GMT -5
The "scary portrait" thing is actually an effect. So like the TV screen, moving butterflies, and so on.
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Post by j on Aug 19, 2016 11:32:55 GMT -5
Yeah so you can see the middle part does not line up with the sides.
One thing though before you start trying to align them, I've never made a garment accessory, but I don't think you actually need the nude body underneath your jacket at all since it'll be an accessory.
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Post by j on Aug 19, 2016 11:30:38 GMT -5
What size are your textures? Are you saving them as DXT5 .DDS?
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Post by j on Aug 19, 2016 11:28:08 GMT -5
You should see your UV map on the left side of the Blender screen. You may need to highlight some vertices/faces to see it.
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Post by j on Aug 19, 2016 11:10:24 GMT -5
Your UV islands of the jacket and nude top are overlapping incorrectly.
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Post by j on Aug 19, 2016 9:49:04 GMT -5
You can create base objects in Blender here: I just reused your old mesh to make mine though, split edges, deleted the bottom one and decreased them in size.
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Post by j on Aug 19, 2016 9:45:56 GMT -5
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Post by j on Aug 17, 2016 13:44:00 GMT -5
However, I am wondering if you couldn't just place a Plantboxtype-slot and a normal small slot directly above eachother to make the scales accept all plants but otherwise only small objects. I haven't really looked into this idea yet though. But the vase is just 3 medium slots, right? I am thinking the reason for that 4th slot is they probably cloned a big planter to use the slot resource, and since the planter has 4 originally, they disabled the 4th since they only wanted 3 flowers, and based on my personal experience if you actually delete a slot on an object with "important" slots, the whole object will break. I don't really want to add a medium slot to my scales because I can just see people going "the hell?" when they accidentally slot a big object on there. Guess I'll just stick to little slots.
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Post by j on Aug 17, 2016 3:36:08 GMT -5
anska I can slot mushrooms and vegetables on there without the use of MOO. The flowers and herbs won't go even with MOO on. Left side is everything that'll slot, right side is everything that won't (cowplant seed thingy slots too, I forgot to picture it): I thought I'd take a look at plasticbox' vase that holds flowers, but the slot is called "_deco_1", which is different to how we name slots in S4S (_deco_med_1, _deco_lrg_1, _deco_sml_1 and so on). If I call mine that, they won't work (pink rhombus marker). Appearance-wise it looks like a medium slot (blue marker) though in their vase.
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Post by j on Aug 16, 2016 15:55:52 GMT -5
I made a pair of scales and I'm going to add 1 small slot on each side, giving people an option to put decor or harvestables on there.
Thing is, I noticed that only half of harvestables will slot on there, namely fruit and vegetables. Plants and herbs won't, I guess they're not recognized by the game as "small decor", so what are they, "medium decor"? I don't really want to add a medium decor slot to my object, so I'm wondering if there's a special "harvestable" slot type I can explore instead, sort of how they "slot" into planters?
If it's too complex where I'll need to be adding subroots and all that business I'll just stick to small decor slots I guess.
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Post by j on Aug 16, 2016 13:08:09 GMT -5
Okay so I did a quick test and found that if I clone a table and manually change the shader, my mirror parts are just black. I guess I need to enable something else somewhere, but since this is my first and only time working with a mirror, I obviously have no idea. So I cloned a mirror and quickly re-meshed your table. I basically used your old mirrored rectangle as the wood base, then created 5 separate mirror parts on each side. They do not actually "touch", so you get a thin edge on each side. This actually works, although it has a weird white plane on the long side. As you can see the mirrored planes do indeed work in a weird way, they are ignoring perspective and reflecting whatever is in line of sight. This is all the time I have right now. Here's the working "table" .package, feel free to study/use it. www.mediafire.com/download/dxctbeb02l9nsj9/Mirrored+Table.package
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Post by j on Aug 16, 2016 11:34:06 GMT -5
I think that's down to tuning.
If you're going to redo your mesh (say, with wooden edges so your mirror planes never overlap), you may as well just clone a regular coffee table as long as it has an extra meshgroup for your mirror, then manually change the extra meshgroup's shader from whatever to FlatMirror. For ex. you could clone the industrial coffee table I mentioned before, it has a "glass" part that's PhongAlpha. That way you won't need to worry about fidding with tuning.
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Post by j on Aug 16, 2016 7:12:00 GMT -5
I see you cloned off of the coffee table from Movie Stuff, just so you know your table will require Movie Stuff to work in people's games, so I'd advise you to clone a basegame table so it's basegame-compatible so anyone can use it. Looking at your mesh, you have the mirror part double-sided for some reason, so it's a rectangle within a rectangle. It is also not closed off on the bottom. I sort of did what MisterS did (I presume) and cloned a basegame coffee table called Form and Function Industrial Coffee Table since it has an extra meshgroup. Originally it was set to PhongAlpha since it has "glass", but I changed it to FlatMirror in Warehouse materials tab. Removed the duplicate mirror rectangle from within your mesh and closed it off on the bottom. But I got the same results as you in your OP, parts are mirrored, parts are black, parts are invisible. So I cloned a mirror, Floored by Symmetry Standing Mirror and redid the mesh again and same result. I'm thinking it's due to mirror faces intersecting, perspective-wise. I even underlaid the mirror with a solid wood rectangle but it hasn't done anything different. I'm not sure what to suggest since I have no experience working with mirrors. Has to be something we're missing here because I'm sure I've seen mirrored furniture in the past. LindseyxSims made a mirrored dresser, you could try study it, although as you can see its mirrored parts will never intersect due to how the mesh is made. lindseyxsims.tumblr.com/post/128923532078/mirrored-dresser-v2
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Post by j on Aug 15, 2016 4:17:39 GMT -5
The reason original works better is because it has all the needed bones and weights. It ends above the knee, therefore it doesn't have any of the lower leg bones that your mesh would need to move properly.
I'd advise you re-clone a longer dress/skirt and replace that mesh with yours, that way you should have the bones already on the list and would just need to weight-paint them.
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Post by j on Aug 15, 2016 4:14:45 GMT -5
Did you remove doubles on one mesh but not the other? I think LOD1 looks better than LOD0, so perhaps you could just use LOD1 mesh in LOD0 also, that would fix your shine issue and lower the poly count.
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