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Post by jwofles on Jul 20, 2020 14:43:21 GMT -5
You have two vertex colours, and I'm guessing studio reads the first one, which is just black for this mesh. If you delete that vertex colour ('Col'), it works perfect ingame.
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Post by jwofles on Jul 20, 2020 14:23:16 GMT -5
Check out these threads - 1 / 2. You should be able to hide the head mesh using excludepartflags.
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Post by jwofles on Jul 20, 2020 14:10:49 GMT -5
Could you share your .blend file please?
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Post by jwofles on Jul 12, 2020 20:13:25 GMT -5
I asked a friend who's on mac and uses catalina, and they use 2.78 which works for them. I use 2.79 on windows and that works fine for me, so I reckon that would work on mac too.
I think when you update to catalina you may just need to reinstall blender 2.78, and it should work (or install 2.79 if that doesn't work).
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Post by jwofles on Jul 12, 2020 19:54:28 GMT -5
The specular, shadow and normal maps are still the maps for the bra. You need to go in s4s, and make them blank or import new ones.
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Post by jwofles on Jul 12, 2020 19:47:00 GMT -5
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Post by jwofles on Jul 12, 2020 19:43:59 GMT -5
If you're talking about the trousers clipping into the top, I think this is unavoidable due to the top's mesh. I'm pretty sure all bottoms are designed to hide under tops, unless the top is skintight (but I can't open my game atm to check).
You can either edit your mesh to fit more tops, or accept that it'll only work with some tops.
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Post by jwofles on Jul 12, 2020 19:34:09 GMT -5
It looks like you're not on the latest version of studio, download the latest version here. Also, what are you trying to export?
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Post by jwofles on Jul 12, 2020 19:32:14 GMT -5
It looks like your UV map overlaps with the leg texture. You need to make it shorter and change the texture too, to be shorter. If you still have issues, could you share your .blend and .package files?
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Post by jwofles on Jul 12, 2020 19:30:57 GMT -5
What exactly do you mean by colorize? And preventing clipping?
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Post by jwofles on Jun 22, 2020 17:27:18 GMT -5
Hmm, I had a look and I couldn't really figure it out. I thought it might be the mip maps of the textures but they're fine (I think). I would suggest try blanking the normal and specular because one of them might be broken, and by blanking you can see which one of them is broken, and then if neither of them is the issue, then it must be the texture. If it is the texture, try exporting as .dds if you export as .png, and if you export as .dds normally then try exporting as .png.
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Post by jwofles on Jun 22, 2020 17:13:39 GMT -5
I think you're not exporting with alpha, but I'm not sure how to use those tools and when I tried they didn't work with s4s. I recommend using the old dds tools, you can find them here.
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Post by jwofles on Jun 22, 2020 17:00:32 GMT -5
This is due to mipmaps and margins on your texture. Your texture needs to have wider margins (bake on 4px or more margin), and this stops the skin texture from bleeding when zooming out (when the mipmaps are loaded).
If you dont want to rebake, you can put a colour behind your texture to fill in the the blank space.
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Post by jwofles on Jun 21, 2020 17:18:42 GMT -5
Just from placing it in-game I can see that the left wall doesn't have the same specular map. You can see the slight shine on the right two walls.
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Post by jwofles on Jun 21, 2020 16:59:40 GMT -5
I think you mean specular map? Emission map is for glowing textures. This tutorial should help you.
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