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Post by arwenkaboom on Mar 26, 2020 8:51:41 GMT -5
Try compatibility fix, usually for win 8.
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Post by arwenkaboom on Mar 19, 2020 16:00:47 GMT -5
Hello! No worries, i am happy to help, but i have a feeling this all posting it just confuses both of us, so maybe if you have discord i could add you and you can find me there. I am fine, staying clear, took some sick leave from work, since my country is in total lock down and no one can go outside from 8pm to 5am or they will face up to 3 years in jail. And i'm also in risk group being diabetic, and at work they just told us we would work 12 instead of 8 hours. So i was like F it. I hope you are staying clear too But back to business - You made your cylinder too far away from the object, fit it exactly where it supposed to be, on the side of the table and then do array, no scaling. This is a wild guess, but i believe that is the issue, and due to your circle being bigger in the volume the 70 count makes gaps. Just make it again, exactly where it should be considering the table and then do array. You should be golden then. Care that all offset X,Y,Z is 0 since that can make gaps.
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Post by arwenkaboom on Mar 15, 2020 16:38:09 GMT -5
It was really not a problem and you are welcome 😊 i am currently active so feel free to ask whatever i know I'll share.
I'm glad you are satisfied and that i helped you. 😊😊😊
Its okay not to know, you just started, i've been doing it on and off for years and i still face a lot of unknown and stubble into a wall.
This is a lot of trial and error and just keep at it, you will do better and better 😊
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Post by arwenkaboom on Mar 14, 2020 14:19:01 GMT -5
I have checked it and found that you used some way i'm not familiar with to make those small cylinders. Due to that you had lots of poly still, and i wasn't able to unwrap or to smooth due to something, so i made new cylinders. Then i was able to unwrap it nicely and split edges. It looks like this prnt.sc/rgdk8l i put some random texture of mine so it's not perfect but no more shadows. Also the poly is down to 1500. To make circular stuff you don't have to make all of that, all it takes it to make one cylinder, place it and use array from modifier tab. Place an empty in the middle use constant offset and offset object to empty. Fixed count to set how many times you want it to repeat and then rotate by z axis the empty. Before hitting that apply button, unwrap that single cylinder, others will just copy over that one. Split edges also and then apply. And you will have perfect circle. So i unwrapped it like this prnt.sc/rgdo88 which you can see in blend file i am posting here. Download it and feel free to use it. Also i unwrapped it like this so it would be easier for you next time, no need for seems. First i made a cylinder, Then i deleted faces that would face inside. prnt.sc/rgdqb6 Then i deleted two circles and selected lines/vertices that i want to fill (F) prnt.sc/rgdrce After that I unwrapped by selecting all and using "Lightmap pack" which ends up looking like this: prnt.sc/rgdsci The i select a face/quad and then select "Follow active quads" prnt.sc/rgdt8a The i just resize it. prnt.sc/rgdtyd It will give you nice UV to put texture on and bake. For array part i found this YouTube video: And here's Blend file: mega.nz/#!z5k3hQ5b!1wdYjLW_KwXT4-d_5Y-cPwkLJRlACMNeBSuFShmkN28 Also for baking I lowered margin down to 6, no need for it to be bigger. Maybe i went into details and you know most of it, just wanted to make sure that you know step by step, it might help you.
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Post by arwenkaboom on Mar 12, 2020 11:14:55 GMT -5
I reviewed the mesh, problem is poor UV mapping due to mesh being over 7000 poly and therefore baking overlapping with other islands. I redid the round part, but it's still poor quality due to so many faces. prnt.sc/rfdmiuYou don't have to make round edges with so many faces. Game renders it differently than blender or S4S. It's enough that you make small cylinders that go around the table with half of the faces that you used. Just for example i made this table next to yours prnt.sc/rfdsccmade big cylinder of 10 faces and small ones of 8 faces that i cut in half. prnt.sc/rfdvrtI used smooth and then i split edges around the ledge of the circle, meaning this. prnt.sc/rfdundIn the game, it will look good. Play around it, use "Follow active quads" to unwrap it will unwrap cylinders like a charm. prnt.sc/rfdy8dI post my CC on TSR and they have this rule, that i believe is also EA rule that no more than 1200 poly per quad in game is allowed, and that should be high lod, med is around 800 and low is 600. Try to tap around those numbers, of course you can make something that is more than 1200 per quad, but 7300 poly is just too much for game. Once you edit your table and unwrap it nicely there shouldn't be any shadows, also edge split is your biggest friend.
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Post by arwenkaboom on Mar 12, 2020 2:04:41 GMT -5
I am currently working, I'll take a look when i come home if no one else does it in meantime 😊
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Post by arwenkaboom on Mar 11, 2020 16:32:44 GMT -5
Using uncompressed, all high and ultra. Did bigger area on the uv, and i always make it 1024. Nothing helped, but this, assining sRBG then converting profile, it helped a bit so the colors are not noisy. Thank you for suggestions tho 😊
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Post by arwenkaboom on Mar 11, 2020 2:55:33 GMT -5
I played with RGB profiles in Photoshop and flattening image before saving and it's still greenish but less. I can live with it. Looks decent. prnt.sc/relo6o
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Post by arwenkaboom on Mar 11, 2020 1:59:54 GMT -5
Have you tried just to search the word "tattoo"? Without all conditionals, It works properly for me. Have you tried to clone anything else? Does it show then? prnt.sc/rekv9o
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Post by arwenkaboom on Mar 11, 2020 1:49:11 GMT -5
You could check your blender for residual UV map. It could be that the old EA map is still lingering there and causing the problem. I would also recommend some harmony with the UV, you can find some tutorials on YouTube, there are many ways to unwrap UV map, it will make bake look smoother. And also you could lower the baking margin, i am not sure but it looks like margins are spilling into other islands. I might be wrong with this one. Ultimately if there is no residual UV map you can post blend and package file.
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Post by arwenkaboom on Mar 10, 2020 16:41:21 GMT -5
Didn't help :/ Tried so many things so far I don't know anymore. I feel like just giving up at this point.
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Post by arwenkaboom on Mar 10, 2020 11:16:36 GMT -5
I apologize if this has been posted and asked already, but i couldn't find anything. The flat color in PS when saved as DDS shows weird green tint. It seems to happen only on whiteish/gray colored areas. I tried reduce noise, remove JPEG artifact, saving as PNG (which is worse). PS Profile was set to sRGB and i tried setting destination to sRGB as well, and it didn't help. It seems like some compression issue but i am not smart enough to figure out how to fix it. Here's how color looks in PS prnt.sc/rebbbwAnd in S4S, and game also shows green tint, depending on the shade it is more or less prnt.sc/reb74r
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Post by arwenkaboom on Feb 12, 2019 13:54:28 GMT -5
Yeah i checked it, as far as i can see no extra uvs and vertex paint is untouched
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Post by arwenkaboom on Feb 12, 2019 13:12:18 GMT -5
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Post by arwenkaboom on Feb 12, 2019 8:34:59 GMT -5
Im at work so ill post pictures later. But for now maybe some of you have the answer and been troubled by this. I have made fridge, i assigned bones and animation is fine and all works but the fridge is too bright, too white. Now i tried everything i could think of, changing spec, putting spec fix, changing shader, cloning other cc fridge, deleting occluders, darkening texture... Nothing works, i got some feeling it has to do with assigning. Plus i can see mesh edges through texture in game.
New to the whole kitchen meshing, its frustrating now.
Ill make an update with pictures and package if its needed.
But i couldt wait till i came home to ask. 😭
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