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Post by cursedbeasts on Sept 12, 2017 16:42:37 GMT -5
I have made several items that all have the same kind of textures and bump\normal maps but after the update it appears like the bump is too small for the object and now appears on the forehead. here's an image. It's kind of faint but you can see the normal map being misplaced and entirely too small. The mask worked fine before the update, even though it didn't show the normal map at all. I tried to make the bump map bigger and sized it up from 512 x 512 to 1024 x 1024 but it didn't help. For comparison, a hairstyle that I converted from the same game as the mask, behaves fine and now displays the normal map properly (it didn't before the update). Is this a common problem? Here's the package file for a similar item with the same bump\texture\specular that has the same exact problem: mask
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Post by brujah on Sept 14, 2017 17:57:51 GMT -5
Unfortunately it is a common thing that CC gets broken with game patches. It could also have been missed when checking the item before the patch. I recommend making it a rectangle like the diffuse and specular. If that doesn't help post again.
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Post by cursedbeasts on Sept 15, 2017 16:56:37 GMT -5
I will try, I just was referencing Maxis normal maps and they seem to be square.
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Post by cursedbeasts on Oct 30, 2017 11:32:48 GMT -5
I hope it's okay to have 2 posts in a row since my last post was quite some time ago.
I tried 4 kinds of normal maps and for some reason none of them work. I tried: rectangular normal map like it was suggested, both 1024x2048 and 512x1024, and a square normal map, 1024x1024 and 512x512.
I'll probably try to clone a different mesh altogether and\or see how other hat items have their normal maps made.
EDIT: i tried a few different normal map sizes, and cloning from a different mesh (the grim reaper hood) and it still doesn't work.
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Post by microgulash on Oct 30, 2017 14:15:41 GMT -5
i was reading on a BlenderGuru Post about Normals, in the Comments section - someone mentioned that the Normal does not have to be so Large...actually, smaller is better. Some other people spoke of KUDOS to that comment...(?). Here is the Vid....if you have Time, interesting. i actually Learned a couple things from the Vid and Comments... . i forgot to add - My Previous NORMALS were multi-colored, on some things....which is Wrong. i never knew it was wrong, until recently. BlenderGuru ROCKS!
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Post by orangemittens on Oct 30, 2017 16:16:13 GMT -5
Hi Voidfeather, can you post your current package that isn't working correctly?
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Post by cursedbeasts on Nov 13, 2017 4:30:51 GMT -5
Hi! Sorry for the late reply! Well, you can download any of the ones in this folder hereThey all have the bump set to blank and I think it's a mesh problem or something cause when I tried to remake them with another mesh as a base, they still had those issues. EDIT: I put a wrong link there, sorry!
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Post by Zelrish on Nov 13, 2017 4:39:09 GMT -5
Wanted to have a look, but I don't own a simfileshare account (and don't wanna), so cannot access the downloads
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Post by Feyona on Nov 13, 2017 6:31:20 GMT -5
Zelrish, voidfather shared wrong link. You don't need to have an account to be able to download there. cursedbeasts, you shared the link that has "edit" in it. You need to copy-paste shareable link.
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Post by cursedbeasts on Dec 2, 2017 7:35:01 GMT -5
The link should be fixed now, sorry!
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Post by anska on Dec 3, 2017 7:10:34 GMT -5
Hey, when you change the size/proportions of your normal map, do you deform (squish/enlargen) it or do you cut parts away?
Also, while I might be wrong, but I was under the impression that the size of the diffuse, specular and normal maps in relation to one antoher is specified in an objects LODs. At least that's what I always took the (nameofmap)scale option for.
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Post by cursedbeasts on Dec 3, 2017 8:39:31 GMT -5
I have tried all of the possible sizes, cut-off options, and stretch\squish options for the normal map but none of them worked. Maybe the problem is either that something is screwy with the mesh that I brought over from Star Wars: the Old Republic, or the fact that the mesh I based the item on (Darth Vader's helmet) didn't have a normal map associated with it to begin with. I have looked at the LODs and it kind of seems that they just don't have a normal map specified at all. Like, the scale options are there, but it doesn't seem to have a simple "NormalMap" field like the rest of the textures (diffuse, specular) do. Maybe that's why it doesn't recognize it, but i'm not sure how to add it.
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Post by anska on Dec 3, 2017 9:27:27 GMT -5
Copy the Instance number of your normal, in the LOD select one of the other maps, click copy, insert your Instance and change the field to NormalMap in the drop down menu at the top right - at least that's how it works for b&b objects.
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