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Post by arisunine on Jun 28, 2020 2:19:16 GMT -5
Hi! I'm having difficulty in figuring out how to fix these weird lines on my meshes? I couldn't find any posts on here that were related to my specific problem (of these specific lines) so apologies if there are indeed some already! I have no idea what could have even caused these but I have seen this before on other cc from creators and didn't know how to fix it. Kinda stuck here so if anyone can point me in the right direction that'd be so helpful!
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Post by freeasabird on Jun 28, 2020 2:50:22 GMT -5
it looks a bit like the bottom mesh is showing through the main mesh. But can't know for sure without seeing the blend. I would try a blank bump and spec and see if it makes any difference.
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Post by arisunine on Jun 28, 2020 3:01:13 GMT -5
Hi! Sorry what do you mean the bottom mesh? Do you mean it's going through the shadow mesh? I have a blank bump and spec already applied unfortunately, I thought it could be that too but it's still like this w/doing that. If you have the time to, I can drop the blend files ( here and here) to see if maybe you know what is causing the problem?
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Post by Syboulette on Jun 28, 2020 6:37:26 GMT -5
Sharing the package would be more helpful actually, I don't think the problem come from the mesh
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Post by arisunine on Jun 28, 2020 17:04:40 GMT -5
Sharing the package would be more helpful actually, I don't think the problem come from the mesh Hi! Okay I have the package here! Any help is appreciated!
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Post by arisunine on Jun 29, 2020 0:44:52 GMT -5
Okay have an update: I followed peacemaker's tutorial here about changing the SSAO Intensity settings and that did the trick mostly! Unfortunately it seems that the shadow lods are still keeping the issue w/these weird lines, here is a photo of what I mean. I'm unsure if I can apply what peacemaker's tutorial is doing with the shadow lods as he says not to mess with them? There is something with Mac's w/some custom content having those jagged lines and I haven't been able to figure out how to get rid of them. On some cc it's shown and others it isn't, but that doesn't bother me as much as those weird longer lines. My second issue now is somehow I'm able to see through my mesh? I'll drop this photo show what I mean. Honestly I have no clue what the issue is with that. I thought it could be that my mesh was going too much into the shadow mesh below, and I will check that to be sure if that's the issue, but otherwise from my blend files I don't know what I should be doing differently.
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Post by Syboulette on Jun 29, 2020 1:15:52 GMT -5
Okay have an update: I followed peacemaker's tutorial here about changing the SSAO Intensity settings and that did the trick mostly! Unfortunately it seems that the shadow lods are still keeping the issue w/these weird lines, here is a photo of what I mean. I'm unsure if I can apply what peacemaker's tutorial is doing with the shadow lods as he says not to mess with them? There is something with Mac's w/some custom content having those jagged lines and I haven't been able to figure out how to get rid of them. On some cc it's shown and others it isn't, but that doesn't bother me as much as those weird longer lines. My second issue now is somehow I'm able to see through my mesh? I'll drop this photo show what I mean. Honestly I have no clue what the issue is with that. I thought it could be that my mesh was going too much into the shadow mesh below, and I will check that to be sure if that's the issue, but otherwise from my blend files I don't know what I should be doing differently. The link for your package is expired :(
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Post by arisunine on Jun 29, 2020 1:30:50 GMT -5
Okay have an update: I followed peacemaker's tutorial here about changing the SSAO Intensity settings and that did the trick mostly! Unfortunately it seems that the shadow lods are still keeping the issue w/these weird lines, here is a photo of what I mean. I'm unsure if I can apply what peacemaker's tutorial is doing with the shadow lods as he says not to mess with them? There is something with Mac's w/some custom content having those jagged lines and I haven't been able to figure out how to get rid of them. On some cc it's shown and others it isn't, but that doesn't bother me as much as those weird longer lines. My second issue now is somehow I'm able to see through my mesh? I'll drop this photo show what I mean. Honestly I have no clue what the issue is with that. I thought it could be that my mesh was going too much into the shadow mesh below, and I will check that to be sure if that's the issue, but otherwise from my blend files I don't know what I should be doing differently. The link for your package is expired :( So sorry! I deleted the link for the wrong files, should be good now: here!
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Post by Syboulette on Jun 29, 2020 2:03:32 GMT -5
The link for your package is expired :( So sorry! I deleted the link for the wrong files, should be good now: here!Thanks First of all, the polycount of those tables is WAY TOO HIGH ! Though, you can do whatever you want if it's for your personal use and if you have the computer to stomach it. But if you want to share this somewhere, you'll definitely have to reduce it as most people don't have the configuration for this and that will add lag to their game. A minimum ratio would be 1k2 poly/tile as an example. In your mesh, there a useless details that are not needed to achieve what you want your table is suppose to look like. The smoothing can achieve that kind of curves with 6 or 8 faces, your lumpy sides are 64 EACH. It's enormous and unnecessary I don't know if you meshed this yourself or just converted it from a 3D website, but it is not suited for a game... Then I tested the item in my game and for me it looks fine. I do have the SSAO intensity disabled, but I dont have any of your shadows or I'm not seeing through like in your last screeshots, so maybe it's something to do with your game settings or graphic card settings. Preview in my game
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Post by Syboulette on Jun 29, 2020 2:16:12 GMT -5
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Post by arisunine on Jun 29, 2020 2:32:15 GMT -5
So sorry! I deleted the link for the wrong files, should be good now: here!Thanks First of all, the polycount of those tables is WAY TOO HIGH ! Though, you can do whatever you want if it's for your personal use and if you have the computer to stomach it. But if you want to share this somewhere, you'll definitely have to reduce it as most people don't have the configuration for this and that will add lag to their game. A minimum ratio would be 1k2 poly/tile as an example. In your mesh, there a useless details that are not needed to achieve what you want your table is suppose to look like. The smoothing can achieve that kind of curves with 6 or 8 faces, your lumpy sides are 64 EACH. It's enormous and unnecessary I don't know if you meshed this yourself or just converted it from a 3D website, but it is not suited for a game... Then I tested the item in my game and for me it looks fine. I do have the SSAO intensity disabled, but I dont have any of your shadows or I'm not seeing through like in your last screeshots, so maybe it's something to do with your game settings or graphic card settings. Preview in my gameThanks for all your thoughtful input! Yes, it is very high and luckily I have a strong computer that is used to these kind of poly. I will be releasing this at a later time but will most likely get the poly lower to make it easier for people to use. Originally I started out with 6 faces but while baking it gave me a very odd line in the middle that did not look good at all with my textures, so I've been playing around with adding more and this is merely an extreme version of the many ones I've tried doing. Yep, did it all by myself and no conversion from any site! Do you use a Windows or Mac? It's been a known bug for the Mac for quite some time unfortunately. I've not been able to figure out the reasons why some cc are fine and some aren't. My graphic card settings are good from what I know but I haven't tried disability the SSAO intensity. What would that do exactly? Actually that is not at all what my UV mapping looks like! Here is what mine looks like and it is very neat except for the round face half-way out, which I realize after you said that I did forget to put back in after doing my baking. Sorry I don't quite understand, what do you mean parts inside of the object? I'm not understanding that looking at the photo.
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Post by Syboulette on Jun 29, 2020 2:50:39 GMT -5
Thanks First of all, the polycount of those tables is WAY TOO HIGH ! Though, you can do whatever you want if it's for your personal use and if you have the computer to stomach it. But if you want to share this somewhere, you'll definitely have to reduce it as most people don't have the configuration for this and that will add lag to their game. A minimum ratio would be 1k2 poly/tile as an example. In your mesh, there a useless details that are not needed to achieve what you want your table is suppose to look like. The smoothing can achieve that kind of curves with 6 or 8 faces, your lumpy sides are 64 EACH. It's enormous and unnecessary I don't know if you meshed this yourself or just converted it from a 3D website, but it is not suited for a game... Then I tested the item in my game and for me it looks fine. I do have the SSAO intensity disabled, but I dont have any of your shadows or I'm not seeing through like in your last screeshots, so maybe it's something to do with your game settings or graphic card settings. Preview in my gameDo you use a Windows or Mac? It's been a known bug for the Mac for quite some time unfortunately. I've not been able to figure out the reasons why some cc are fine and some aren't. My graphic card settings are good from what I know but I haven't tried disability the SSAO intensity. What would that do exactly? I'm on PC. The SSAO are dynamic shadow ambiant occlusion. Here's a tutorial on how to disable it.It removes shadows on objects and wall and give a sharper overall look to your game. This is because after importing, S4S triangulates all the polygones, but it is the same UV indeed ^_^. In blender, if you select the bottom of your mesh (L key ), you can see on the UV MAP that the correspondeant highlighted UV is a rectangle
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Post by simmerish20 on Jun 29, 2020 7:09:00 GMT -5
Thanks for all your thoughtful input! Yes, it is very high and luckily I have a strong computer that is used to these kind of poly. I will be releasing this at a later time but will most likely get the poly lower to make it easier for people to use. Originally I started out with 6 faces but while baking it gave me a very odd line in the middle that did not look good at all with my textures, so I've been playing around with adding more and this is merely an extreme version of the many ones I've tried doing. Yep, did it all by myself and no conversion from any site! Adding polys tends to not be the solution. Smoothing groups, using the baked map from the high poly map on the lower poly mesh (could occasionally work fine), normal map method (high poly normal map on low poly mesh), and a variety of other methods can get you a good result with a much lower polycount. The thing is, most of the time that higher polycount doesn't even contribute to how the item looks like. From a distance, it does indeed look like each individual long square could be made with six faces or some such, so to me it just looks like there could be some issues with settings and maybe smoothing groups and the like. The "neat" UV-map is not how it looks like after it's been imported to S4Studio, which triangulates the mesh automatically. After this auto-triangulating of the mesh, you get the "messy" UV-map. 4-sided polys are fine, they just get split up into two triangles (with the occasional time they split it the "wrong" way - there's just two diagonals to choose from, but there can be occasional normal issues, which are easily fixable). Multi-vertex polys like the circle gets approximated into a huge mess. Ideally you want to do circles yourself, by deleting the auto-cap you get with cylinders in Blender, then selecting the entire edge, extruding and enter (so you get an extrusion but nothing moves), selecting the mid-vertices (just change selection from edge to vertices) and weld them into one vertex (W, weld at midpoint). That way you get neat triangles and no auto triangulation for that part. Ideally you do NOT want anything other than triangles and squares exported out of Blender (5 or more edges/vertices in a polygon - also called N-gon, is bad. Safe polys/faces only have 3 or 4 edges/vertices), and you also don't want Blender to do any calculating with N-gons, because that's when things tend to go wrong.
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Post by arisunine on Jun 29, 2020 14:16:58 GMT -5
Thanks for all your thoughtful input! Yes, it is very high and luckily I have a strong computer that is used to these kind of poly. I will be releasing this at a later time but will most likely get the poly lower to make it easier for people to use. Originally I started out with 6 faces but while baking it gave me a very odd line in the middle that did not look good at all with my textures, so I've been playing around with adding more and this is merely an extreme version of the many ones I've tried doing. Yep, did it all by myself and no conversion from any site! Adding polys tends to not be the solution. Smoothing groups, using the baked map from the high poly map on the lower poly mesh (could occasionally work fine), normal map method (high poly normal map on low poly mesh), and a variety of other methods can get you a good result with a much lower polycount. The thing is, most of the time that higher polycount doesn't even contribute to how the item looks like. From a distance, it does indeed look like each individual long square could be made with six faces or some such, so to me it just looks like there could be some issues with settings and maybe smoothing groups and the like. The "neat" UV-map is not how it looks like after it's been imported to S4Studio, which triangulates the mesh automatically. After this auto-triangulating of the mesh, you get the "messy" UV-map. 4-sided polys are fine, they just get split up into two triangles (with the occasional time they split it the "wrong" way - there's just two diagonals to choose from, but there can be occasional normal issues, which are easily fixable). Multi-vertex polys like the circle gets approximated into a huge mess. Ideally you want to do circles yourself, by deleting the auto-cap you get with cylinders in Blender, then selecting the entire edge, extruding and enter (so you get an extrusion but nothing moves), selecting the mid-vertices (just change selection from edge to vertices) and weld them into one vertex (W, weld at midpoint). That way you get neat triangles and no auto triangulation for that part. Ideally you do NOT want anything other than triangles and squares exported out of Blender (5 or more edges/vertices in a polygon - also called N-gon, is bad. Safe polys/faces only have 3 or 4 edges/vertices), and you also don't want Blender to do any calculating with N-gons, because that's when things tend to go wrong. Thanks for your thorough response! I had no idea that S4S messes with the meshes when importing, so that's new to me! At my first time doing this, I did it all kind of how you described and doing the extruding etc but the way I did it took so much time for me so I asked on here w/another issue I had and was given some good advice doing the array modifier, which has helped me w/these but I think I'll go back and edit it better before using the array. I've researched about N-gons and I didn't really understand why they are bad but in this case I can see now why it must be bad for S4S, so I'll try to be careful with having them. When I did have the 6 faces, in game it looked really good but it was the texturing that gave me problems with the shadows. It's why I've played around w/using more poly but I'll try what you described and see how it goes!
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Post by arisunine on Jun 29, 2020 14:19:32 GMT -5
Do you use a Windows or Mac? It's been a known bug for the Mac for quite some time unfortunately. I've not been able to figure out the reasons why some cc are fine and some aren't. My graphic card settings are good from what I know but I haven't tried disability the SSAO intensity. What would that do exactly? I'm on PC. The SSAO are dynamic shadow ambiant occlusion. Here's a tutorial on how to disable it.It removes shadows on objects and wall and give a sharper overall look to your game. This is because after importing, S4S triangulates all the polygones, but it is the same UV indeed ^_^. In blender, if you select the bottom of your mesh (L key ), you can see on the UV MAP that the correspondeant highlighted UV is a rectangle I had no idea about S4S messing with the mesh after importing so that's good info for me to know! I can see why it looks messy after importing. I researched about N-gons and there's been some good arguments about them being bad or not, but I can see that S4S doesn't like N-gons so I'm going to see what I can do about it! Hopefully this will help w/these annoying issues.
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