|
Post by SimVault on Jan 22, 2019 15:57:06 GMT -5
|
|
|
Post by kitkat on Jan 22, 2019 19:17:09 GMT -5
I've cloned 3 different times to different objects, I've redid the entire blender file from scratch, I've replaced the bump & spec, I've removed all mods. I cannot find out why it's doing this. It's sort of reflecting and hologramming when moved. This version is a lot better then the one previously.... but please help! Please share your .package so that someone here can take a look at it. There are a number of potential issues that are difficult to diagnose from just a picture.
|
|
|
Post by SimVault on Jan 22, 2019 19:57:21 GMT -5
|
|
|
Post by SimVault on Jan 22, 2019 19:58:59 GMT -5
I've also been told by one person who tried it out for me that it looked fine and worked fine in her game.
|
|
|
Post by SimVault on Jan 22, 2019 20:13:13 GMT -5
How it should loook & does look in s4s:
|
|
|
Post by kitkat on Jan 22, 2019 23:59:31 GMT -5
I think it might be something with your mesh? I exported your HLOD, and then deleted the shadows and exported just your mesh as a .obj. I then cloned a new loveseat, exported the HLOD .blend, and imported your .obj. Changed the cut values, and imported the new .blend in the new clone. And, I got the exact same issue. I can't see an issue with your mapping or anything else. So, I'm stumped for tonight. Maybe someone else can help, or I'll look at it again tomorrow night. Sorry to not be of more help!
|
|
|
Post by peacemaker on Jan 23, 2019 3:17:14 GMT -5
Glad you posted the package files here so I didn't have to ask on tumblr. There are quite a few things that are wrong, and definitely contributing to your problem and also emphasising it. The solution to your main concern is quite simple though. firstly: you have split every vertex in the mesh. Unless you are after geometric design, this isn't going to give you smooth lighting over the mesh. This is going to have to be fixed in blender. Enter edit mode, press W key and select "remove doubles." Now on the right under Modifiers menu add the "edge split" modifier Adjust angle slider and add "sharp" edges as needed. I have talked about how to use this more indepth in these 2 threads: sims4studio.com/post/116977/threadsims4studio.com/post/111488/threadYou should always view meshes in smooth shading (highlight everything then press W key and select "Shade Smooth" because that is how it will look ingame). That will solve part of the issue. The next is your NM and Specular. The NM is mostly fine, but since it is blank it can be shrunk down to 4 X 4px (like the blank NM Maxis uses). Now for the specular, that is definitely wrong. That is contributing to the weird lighting (along with all the split vertices). I remember you saying you downloaded it off someone. It was probably for CAS, not objects. Whatever it is, that is totally messing with your lighting as it has a solid white alpha. It should be black and appear fully transparent in the warehouse. Anyway, here are mine I use that I have extracted from Maxis objects: Ondrive Spec and NM BlanksYou also do have a second UV map and that can mess things up by offsetting textures (on second version I downloaded). I did mention this in the tumblr messages i sent, but you did say this was a new version so maybe you didn't remove it from this version. I removed UV_1. There is also the matter of your textures. Unless you have transparent or semi-transparent parts on your mesh, your alpha layer can simply be white, it does not need to cut around the UV islands like yours. Not only does this lead to weirdness when you zoom out, but also increases package size because of all the extra transprancy information. Just colour the alpha layer white, or just export as a PNG. Also, a bake margin of 8-16px is good as it helps minimise issues with MipMap scaling and bleeding of other areas of your texture and makes it look smoother when zooming out, thats just a personal thing though. You are also not obeying the DDS image rules. The size needs to be a multiple of 4 and your images are 1024x2028 which is incorrect. At that size (which is a about 2x too big tbh) should be 1024x2048px. this is actually what is causing the main issue here. Looks like the off size messed up your MipMaps and hence why the issue was apparent when zooming out. So be sure to make sure you are following the size rules when making textures. it goes 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048px and the ratio of the width to height should be 1:1, 1:2, or 1:4. Try to maximise texuture mapping while keeping is as small (or similar size to EA items) because it seriously affects performance when you increase textures sizes. This is not really a concern for people with decent computers, but those that don't may see issues. If you prefer the larger sizes, I would definitely say that in any download post so people with slower computers are aware, just as a cautionary remark. I have packaged up all the files and images I have edited so you can look them over and make the corrections to your other sizes. SV Love Seat Edited
|
|
|
Post by SimVault on Feb 18, 2019 10:11:38 GMT -5
Thank you so much Peace! That helps me a lot. I'll keep all of this in mind.
|
|
|
Post by jurisprudence on Apr 16, 2019 18:24:40 GMT -5
peacemaker In just a couple of paragraphs, you have solved SO many issues I sometimes experience. Thank you so very much for your detailed reply to the OP!!! For example, I don't know why I ALWAYS use two uv maps (uv_0 & uv_1) I thought I had read somewhere that there needed to be two ... Facepalm. Thank you, thank you, thanks!
|
|
|
Post by menaceman44 on Apr 17, 2019 10:31:05 GMT -5
You may be getting confused with CAS items which do need two UVs. One for the texture and one for the morph data.
|
|