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Post by ssolny on Mar 3, 2016 18:15:16 GMT -5
It' will be there in final version, I promise =) I just need to re-do that cup, I found the mesh is slightly broken at some loops after all edits.
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Post by ssolny on Mar 3, 2016 18:07:47 GMT -5
Thx, for your attempt =) yeah, I was in unfuck-my-brain mode after unsuccessful trying to fix it =) But about your vase, I didn't found specular map in your package, so, that beautiful gloss on vase in game is only because shader changed to glass?
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Post by ssolny on Mar 3, 2016 17:40:58 GMT -5
Hi coralittsims! Yes, you can make the only one uv map for object with two groups. To better understand it you can look inside this object (can be found by typing a5eb) And no - you'd better do not join this object into one group, because you will need two different shaders for transparent and non-transparent parts to looks correctly.
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Post by ssolny on Mar 3, 2016 17:14:54 GMT -5
Never thought just separate and re-group can give such different result.. Tyvm!
P.S. I think, after I'll put ingame shots for comparing for other who may be interested, this thread can be moved to {solved} section.
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Post by ssolny on Mar 3, 2016 17:08:26 GMT -5
Whoa! D4S! It works! I can't understand why but it's so! You are really True-Great-Shaman-Of-Blender=>S4S=>S4=>Path! :D I can't get ingame pic right now, I'll post it later. But... Is there any explanation why it works better than just split edges? Or it "works because works, nobody knows why, just remember it"? Ty for attention freeasabird, I tried to do the same steps and the same steps in different variations =) But only D4S's method really helps.
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Post by ssolny on Mar 2, 2016 18:24:28 GMT -5
To me it looks fine! The only thing I can imagine to improve it to my own ideal ;p - is add few more colorful swatches like a Venetian glass . Then it can be used for color accents in interiors too.
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Post by ssolny on Mar 2, 2016 16:09:44 GMT -5
Hi shyshy! You need to place an extra plane inside your cup at level you want to see a "liquid". Shape a plane to fill all inner part of cup, unwrap it to you main uv map and paint with texture/color you want. Or don't paint if you want a cup looks empty on some swatches.
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Post by ssolny on Mar 2, 2016 10:11:37 GMT -5
Hi MisterS! Thx for reply. I tried all changes you offered before I started this thread. I'm not a kind of lazy person when it comes to my hobby =) So, let's check again: (woops, sorry for Blender's theme at new shots, project is the same just forgot to change to default) 1st way 2nd First screenshot was a result of my desperation when I realized I can't to get rid of shadow via any standard fixes. =) I moved the inner bottom of cup higher just to check if shadow depends on how deep it is. When I do the inner bottom lower I get dark artifacts (it's not because of lod2 is showing, at shot I have the same mesh in both lods for test) at inner surface when zooming out and the ugly shadow is still there when zooming in.
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Post by ssolny on Mar 2, 2016 4:08:17 GMT -5
Ty, inabadromance. Almost seamless mesh was my start position, but I tried your advice to make unsplit those edges - shadow is still there =( Also I tried to make the whole mesh completely seamless and/or tried to remove the cup handle (it has unfilled ends), nothing helps.
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Post by ssolny on Mar 1, 2016 18:30:43 GMT -5
Hi all! Need an advice with this cup, which has odd shading in game. I absolutely can't understand why the shadow appear on the inner surface of the cup. I tried to save this mesh as smooth and as flat. I tried make edges sharp. I tried partly split edges of the mesh. I tried completely split edges on the inner part. I tried to remove the inner bottom. I checked my baked ao texture. I tried to use diffuse texture without baked ao overlaid. How it looks in Blender so far. All selected edges are splitted, but... shadow is still there. What else can I try to fix it? Here is package (personal site, nothing harmful). Don't bother that other lod/shadow lods are differ a little from high lod, they was made from high lod mesh before all my tries to fix shadow.
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Post by ssolny on Feb 27, 2016 11:13:34 GMT -5
I see. But looks like I'd have to learn more about how to read such info : I hate when my knowledge are unsystematic. Anyway, thanks for patience and explanation, D4S!
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Post by ssolny on Feb 25, 2016 2:14:20 GMT -5
Wow! Wow-wow!! It works! It woo-oo-orks!!! :D Thx alot for such useful update and excellent tutorial!
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Post by ssolny on Feb 24, 2016 15:43:13 GMT -5
Hm.. I don't see AlphaBlended string how it shonw in tutorial... Which string is responsible of it? Transparency?
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Post by ssolny on Feb 24, 2016 13:30:04 GMT -5
Ok, I'll try to explain. =) Yes, I want to add AlphaBlended to the object. I go: variant I
1. Model (all 0's)=> 2. Lods: Edit items... => 3+. High/mediumDetail Flags => 4. Meshes: Edit items... => 5. Phong => 6 .Entries: Edit items... => 7+. there are 4 positions for normal/burn swatch at the left frame and each of them have => 8. Items: Edit items... there I get this list, like step 10 in tutorial But! If i go variant II1. Model LOD (all 0's)=> 2. Meshes: Edit items... => 3. Phong => 4. Entries: Edit items... => 5+. there are 4 positions at the left frame too => Items: Edit items... and the same list like on picture So, i have two variants to access that list. Plus divarication in var. I at steps 3 and 7. Plus divarication in var.II at step 5. Where exactly I should make changes to add transparency for the object?
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Post by ssolny on Feb 24, 2016 12:53:56 GMT -5
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