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Post by kitkat on Jul 17, 2018 13:43:55 GMT -5
Well, I followed the steps in the tutorial HERE first, but that didn't totally fix the problem. It may be that you need to do both? I should have mentioned that as well.
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Post by kitkat on Jul 16, 2018 19:11:49 GMT -5
Heres the Package file, i dont know what im doing wrong vero but its happening with every mesh im creating so im obviously missing something lol Download Here (xx)It looks like it's your specular. When I replaced the one you have with a blank one, the shadows went away in game. You need to create a proper one or replace it with a blank one (a "blank' specular is black in all channels). You can find a blank normal and specular HERE.
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Post by kitkat on Jul 16, 2018 7:45:19 GMT -5
That looks like it could be an oversized ground shadow mesh. You could try resizing it to fit the shape of your object mesh as explained in the tutorial jwofles linked. If that doesn't help, share one of your .packages here and someone can take a look at it.
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Post by kitkat on Jul 12, 2018 16:54:53 GMT -5
You could try making sure "smooth" shading is on in Blender when you save your mesh. That smooths out the look in Blender at least. If they are pretty low poly to begin with, you could also try adding a subdivision surface modifier. That greatly increases polys though, and you want to stay around 1200 per square or less as a general rule of thumb.
You can share one of your .package files for someone here to take a look at if neither of those works.
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Post by kitkat on Jul 12, 2018 16:14:21 GMT -5
There aren't any that I'm aware of. It is a bit time consuming if you want to add shine or dimension to your mesh, but changing them to blank ones is fast. Download and keep the blank ones handy, and it's just a couple of clicks to import.
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Post by kitkat on Jul 12, 2018 13:56:39 GMT -5
Yep - you'll need to do that. You can find a bump map tutorial HERE. And a specular one HERE. For these models a blank specular would be fine since you probably don't want shine on them anyway. You might want to create a bump to give more dimension to the gills, teeth, eyes, etc. Here's a LINK to blank ones if you prefer that. You find them in the Warehouse tab in S4S. They are the two DST images that are not your colored diffuse texture.
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Post by kitkat on Jul 12, 2018 13:13:32 GMT -5
Not sure inabadromance, but emptying the browser cache and cookies fixed it. Thanks for the responses
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Post by kitkat on Jul 12, 2018 12:53:31 GMT -5
The solid diagonal lines on the mesh are edges of your polys. If you want to manually create a poly division, you can use the knife tool to "slice" between two vertices.
I believe the dashed diagonal lines radiating from the lower spot under your mesh are lines indicating the position of the bed's rig. You wouldn't want to mess with those in blender.
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Post by kitkat on Jul 12, 2018 12:39:15 GMT -5
That looks like bump map or specular data from the object you cloned. Did you create a new bump map and specular or change the existing ones to blank ones?
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Post by kitkat on Jul 12, 2018 12:31:45 GMT -5
I think that would work in theory. But it will change the scale of your horizontal frame pieces and change the scale of the texture on the mesh. To avoid this, you could select all the vertices on the top horizontal frame piece and move them down on the z axis. Then select all the vertices on the bottom frame piece and move them up on the z axis until you get the size you want. I think either way, you might want to do some slight re-mapping and adjust your textures for the best results. If you move the vertices on the z instead of scaling on the z, you should only have to re-map the rectangular planes of the mesh that the slat texture lies on. That's my understanding anyway. Someone with more Blender experience might have a different suggestion for how to do it
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Post by kitkat on Jul 10, 2018 19:39:37 GMT -5
Interesting. I guess it was joining the glass group with the car group in the shadow then? Were you able to get it to work for you doing that?
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Post by kitkat on Jul 10, 2018 17:26:49 GMT -5
This is what the UV map of your LOD 0 (High) car mesh looks like in Blender: This is what the UV map of the shadow mesh looks like in Blender: (like it hadn't been mapped at all) When I used your properly UV mapped mesh to create the Shadow LOD, the shadow appeared without the jags in game. I don't know if you need the glass group for the shadow, but it worked when I joined the two groups together for the shadow mesh.
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Post by kitkat on Jul 10, 2018 14:44:07 GMT -5
That would be my guess. Make sure the blue color on the shark texture completely covers the boundary lines of the uv mapped parts.
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Post by kitkat on Jul 10, 2018 14:31:19 GMT -5
Could be a couple of things. Did you make a Shadow LOD of your mesh and import it into each Shadow LOD mesh spot in S4S? Did you make a proper RGB specular and import it or replace the one in the warehouse tab with a blank specular? If you did those things and still have the issue, follow the instructions HERE to change the SSAO Intensity.
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Post by kitkat on Jul 10, 2018 13:49:53 GMT -5
It looks like it's something with the structure of your shadow mesh. I used a solidify modifier on it then decimated with a factor of .25 to get the polys back in the range of your LOD 0. It helped, but there are still some little jags on the shadow. I don't think it's quite as noticeable through.
Maybe try filling in the space under the car?I was messing around with filling in the space under the car for my own curiosity and realized your shadow mesh wasn't uv mapped properly. I deleted the the ground shadow from your mapped LOD 0 (High) mesh, joined the glass and car groups, and changed the cut value to zero to create a Shadow LOD. That completely fixed the issue
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