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Post by shaidelier on Sept 1, 2020 23:15:24 GMT -5
Hi, it's me again. Everyone's been very helpful and I need your help again. My Normal Map is passing through the Sim Body. If I'm not being clear with my poor explanation, Here's the pic: Front- Back- As you can see, the effect is all the way to the neck. How to do it the right way? I followed THIS step. Thank you so much again.
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Post by Feyona on Sept 2, 2020 4:30:21 GMT -5
Hello, this is a missing alpha channel in normal map. You need to redo it. Read my reply here.
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Post by shaidelier on Sept 2, 2020 8:03:06 GMT -5
Hello, this is a missing alpha channel in normal map. You need to redo it. Read my reply here. Hi. Thank you so much. You're right. May I ask why does the shine looks boxy instead of smooth? As you can see, the reflection is vertical, boxy, looks wrong in so many levels. I'm thinking the problem is in my game settings but other CCs that I downloaded looks fine.
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Post by Feyona on Sept 2, 2020 8:12:02 GMT -5
You might have made the mesh in Marvelous designer with low particle distance like 5 or 10, and didn't increase the resolution of avatar body which created this boxy effect, because sims bodies are pretty boxy. MD model with low particle distance is like a very thin jersey fabric on a curvy body that has lumps here and there. You can fix it but it will take a long time. You would need to smooth down in a sculpt mode all boxy parts of the mesh, then rebake the texture. There is no tutorial for this. If you don't know how to do this you will need to look for youtube videos. And next time use either hight number in particle distance or retopologize the mesh, which is the best (and only) good way to create meshes.
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Post by shaidelier on Sept 2, 2020 8:20:41 GMT -5
You might have made the mesh in Marvelous designer with low particle distance like 5 or 10, and didn't increase the resolution of avatar body which created this boxy effect, because sims bodies are pretty boxy. MD model with low particle distance is like a very thin jersey fabric on a curvy body that has lumps here and there. You can fix it but it will take a long time. You would need to smooth down in a sculpt mode all boxy parts of the mesh, then rebake the texture. There is no tutorial for this. If you don't know how to do this you will need to look for youtube videos. And next time use either hight number in particle distance or retopologize the mesh, which is the best (and only) good way to create meshes. Thank you. Yes I lowered down the particle distance because I 'thought' it could be the high poly when baking normal maps in blender. What is your recommended particle distance?
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Post by Feyona on Sept 2, 2020 8:31:10 GMT -5
You might have made the mesh in Marvelous designer with low particle distance like 5 or 10, and didn't increase the resolution of avatar body which created this boxy effect, because sims bodies are pretty boxy. MD model with low particle distance is like a very thin jersey fabric on a curvy body that has lumps here and there. You can fix it but it will take a long time. You would need to smooth down in a sculpt mode all boxy parts of the mesh, then rebake the texture. There is no tutorial for this. If you don't know how to do this you will need to look for youtube videos. And next time use either hight number in particle distance or retopologize the mesh, which is the best (and only) good way to create meshes. Thank you. Yes I lowered down the particle distance because I 'thought' it could be the high poly when baking normal maps in blender. What is your recommended particle distance? If you created the mesh with the folds that you want to bake onto the maps you can export it with 5 particle distance, but you will need to smooth the avatar in avatar settings like in this video. This way it will become smooth and you won't see the lines on the mesh. Smooth the avatar, run the simulation again so your garment will adapt to the new avatar body and export the mesh. Don't use this mesh in the game, it will be too high poly. After this (or before this) you can export the mesh with 20 particle distance. When you bake the map including normal map, it will contain all those small details that you have on a high-res mesh.
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Post by shaidelier on Sept 2, 2020 8:40:56 GMT -5
Thank you. Yes I lowered down the particle distance because I 'thought' it could be the high poly when baking normal maps in blender. What is your recommended particle distance? If you created the mesh with the folds that you want to bake onto the maps you can export it with 5 particle distance, but you will need to smooth the avatar in avatar settings like in this video. This way it will become smooth and you won't see the lines on the mesh. Smooth the avatar, run the simulation again so your garment will adapt to the new avatar body and export the mesh. Don't use this mesh in the game, it will be too high poly. After this (or before this) you can export the mesh with 20 particle distance. When you bake the map including normal map, it will contain all those small details that you have on a high-res mesh. THANK YOU SO MUCH! I understand it now. ♥♥♥
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