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Post by Fwecka (Lolabellesims) on Jun 25, 2019 5:17:31 GMT -5
I'm almost done with the shirt I've been working on (FINALLY) and I'm trying to make the specular but frankly, I'm confused. With Sims 3, the alpha controls how transparent the item is, while the RBG channel controls its shine. Sims 4 has lost touch with reality and has all kinds of weird requirements. The alpha on the specular mask controls how transparent the item is while the red, green, and blue channels on the overlay control...what? Huh? And then there's the whole opacity thing. The only thing I've discovered, after comparing a bunch of EA clothing and shoes, is that DDS files that are exported from Studio don't have any sort of opacity in the overlay image, while PNG files do. So, there's that. My shirt is supposed to be knit, with leather and metal on the front. So, obviously, I want no shine on the shirt, but a little shine to mimic leather, and a lot of shine to mimic metal. How would you guys go about this, please? Thank you in advance Edit: Remussims posted this in another thread, and it helps, but I don't know what's meant by "alpha 50%."
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Post by mauvemorn on Jun 25, 2019 6:16:37 GMT -5
Hi. So the idea behind this mess is that you can customize the shine effect that will be applied to your mesh by adjusting colors and opacity. More about it hereAnd by "apha 50%" he meant this area in alpha layer is not white but grey, the shininess is dimmed by half
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Post by Fwecka (Lolabellesims) on Jun 25, 2019 16:13:58 GMT -5
Thank you, Mauvemorn. You rock as usual. You know, I am quite happy with how my shirt turned out and it's all because of your help. I just can't thank you enough! I looked at that link last night actually, and it kept mentioning "specular strength." Is that the same as what Remussims said? The level of grey of the alpha layer? And is it the alpha layer of the overlay that we're talking about? I think the mask will remain black and white, right? Or am I off the mark here?
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Post by mauvemorn on Jun 26, 2019 6:29:02 GMT -5
I do not know for a fact but i think the mask dictates what region of the texture will be affected while the alpha channel of the dds map (or transparency of the png) dictates the strength. But i also think they are interchangeable in a way..? Just look at the spec map of some ea leather item and recreate, if it works for them, it will work for you
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