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Post by sunfloweralien on Jan 29, 2019 11:32:18 GMT -5
With some pants and dresses, they cause tearing at the feet when i zoom out, how can i solve this?
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Post by mauvemorn on Jan 29, 2019 12:05:14 GMT -5
Your custom content or someone else's? What type of "tearing up"? In textures or some parts of meshes go flying around? Anyway, when you zoom out, every displayed item switches its mesh to the lower resolution version (called LODs) and compresses its textures. It is done so that the game would have an easier time rendering everything and run faster. So if you're, say, taking a screenshot and want everything to be at its best quality, set graphics settings to Ultra. If not, then don't worry about it. If you are a cc creator and want to avoid it, you need to offset the diffuse's alpha layer for at least 3 pixels.
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Post by sunfloweralien on Jan 29, 2019 13:27:11 GMT -5
Your custom content or someone else's? What type of "tearing up"? In textures or some parts of meshes go flying around? Anyway, when you zoom out, every displayed item switches its mesh to the lower resolution version (called LODs) and compresses its textures. It is done so that the game would have an easier time rendering everything and run faster. So if you're, say, taking a screenshot and want everything to be at its best quality, set graphics settings to Ultra. If not, then don't worry about it. If you are a cc creator and want to avoid it, you need to offset the diffuse's alpha layer for at least 3 pixels. Someone else's, I wanted to fix it for personal use only, since I can be a bit of perfectionist and it bothers me a lot. I included a picture to show you exactly what I'm talking about.
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Post by mauvemorn on Jan 29, 2019 13:51:09 GMT -5
Mathcope Hi. If my memory serves me well, you recently talked about this issue being a result of something other than weights. Am I right? Could you remind us what it was?
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Post by Metalfenix_Raf on Jan 29, 2019 13:59:48 GMT -5
Maybe it's the LOD1 (or 2?) mesh borking out? First time I ever see this.
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Post by Mathcope on Jan 29, 2019 14:23:43 GMT -5
Mathcope Hi. If my memory serves me well, you recently talked about this issue being a result of something other than weights. Am I right? Could you remind us what it was? This issue is most likely caused by weights, the issue I problem I had was that the weight issue was in the CC shoes I used for the preview images. My dress didn't have the issue at all, so looking at its weights over and over I didn't find anything. I don't see CC shoes here so I guess the problem is in the dress. This kind of explosion happens when you have in LOD1, LOD2 or LOD3 bones that are not meant to be in those lods. As it happens with LODS when you reduce the polycount EA also simplifies the RIG bones in the different lods. You will notice that for the last lods some of the finger bones are gone in EA meshes. When you do your custom mesh you need to remove this bones in the lower lods to avoid exposion. I've also noticed that this explosion tends to happen if the bone out of place is located near a "cut" area, so the vertices go wild in that part. What I do is export a LOD1, LOD2 and LOD3 from EA's meshes and have it side by side comparing each bone in my meshes too. When I see a bone that I need to remove I just hit the - button in the weight panel.
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