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Post by kikisimlive on Oct 25, 2020 15:22:51 GMT -5
Hi, I've created a body suit and created a custom normal map for it following this tutorial sims4studio.com/thread/861/normal-maps-bump-editing-creating?page=4Following this tutorial I've always been able to make normal maps, but I recently got a new computer and had to reinstall photoshop so I don't know if I may just have some base settings wrong, but ever since, the normal maps I've created haven't been showing at all. DDS options when saving say DXT5 Mitmap (ticked or unticked same effect) Filter: Mitchell Alpha Channel Alpha 1 Here's is the link to the Normal map/bump map I created www.mediafire.com/file/xs1scj4l1yyignz/NormalMap-3.dds/fileHere is a link of the package file: www.mediafire.com/file/9bi4cqio7ds9sxi/Dreamer+suit.package/file (Unrelated to the issue, I know the spec is a bit strong still, I will lower that down but for now it helps me see if the bump is showing or not. And the package file only has an lod0 at the moment, I am aware.)
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Post by mauvemorn on Oct 26, 2020 12:36:31 GMT -5
Hi. Normal maps do not appear on the lower graphic settings But there's more: 1). See the distortion in the preview? Happens because you introduced new bones to the mesh. In my case was in the thumbnail, in other people's cases can be in the main view, family picture or in the world. To fix it, clone yfBody_Bonus01SWarsAayla, export blend, append s4studio_mesh_1 from it in your scene, select your mesh and delete the same area of fingers so that they do not overlap. Import the blend into the package cloned from yfBody_Bonus01SWarsAayla 2). the distortion you're seeing in the main view is caused by the fact that you took that part of the mesh from something that was vertex painted with 3fff00. To fix it, vertex paint the whole thing with 00ff00; 3). only the head has a uv_2 map, your garment should not; 4). you should mirror the uvs of the eye mask in the uv_1; 5). Minmaps should always be generated. 6). You should not delete a shadow map, can disrupt the file. 7). The specular mask should match the alpha channel of the diffuse. Alpha channel of the first specular file is what you should adjust to change the intensity.
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Post by kikisimlive on Nov 7, 2020 20:35:04 GMT -5
Hi, Thanks so much for that. This all really helped.
I have 2 questions, when saving the normal map, when still in the channels tab, so I leave the alpha visible? because my file turns red then. Or does it not matter? It does upload grey in s4. Oh and yes, I do feel really stupid that it was the graphic settings. Nice and easy fix though!!
Question two, I've never managed to successfully create a shadow map. They always leave artefacts everywhere. Like black shatters. I've uploaded a blank png file for a shadow now. Is it not supposed to be a PNG file?
Your point 7: my diffuse doesn't have an Alpha. I never knew it needed one.. I'm well confused?
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Post by Catnipsims on Nov 8, 2020 1:07:56 GMT -5
Hi, Thanks so much for that. This all really helped. I have 2 questions, when saving the normal map, when still in the channels tab, so I leave the alpha visible? because my file turns red then. Or does it not matter? It does upload grey in s4. Oh and yes, I do feel really stupid that it was the graphic settings. Nice and easy fix though!! Question two, I've never managed to successfully create a shadow map. They always leave artefacts everywhere. Like black shatters. I've uploaded a blank png file for a shadow now. Is it not supposed to be a PNG file? Your point 7: my diffuse doesn't have an Alpha. I never knew it needed one.. I'm well confused? Try using this tutorial, as an incorrect alpha map for the shadow map can leave artifacts.
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Post by mauvemorn on Nov 8, 2020 2:36:10 GMT -5
Hi again. Alpha channel is like a mask, it is responsible for the transparency of the image. Say, if you were to export a texture of a t-shirt from a maxis item as png, the background would be transparent. If you were to export it as dds, the backgroud of the alpha channel would be black, indicating that it should be transparent, while all opaque areas of the texture where the t-shirt's uvs are would be white. White - opaque; Black - transparent. Rgb has no transparency in dds. When it is the only visible, it is black and white. When all layers are visible, it appear red to,like, show you the difference between rbg and alpha. So, if you are using png, all you need to do is to flood the blackgroud with black, flood everything where the texture is with white, copy-paste this in the rgb channel of the specular.png.mask you could also autogenerate this image, but i do not know where you are working, if it has this button This is a great tutorial, yes. It's a file format (png) and, um, blurred borders that can cause this. By blurred borders i mean something like this: See how the shadow at the bottom is fading smoothly? But in the alpha channel there is no grey area, everywhere the shadow is flooded with white.
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