diwa
New Member
Posts: 3
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Post by diwa on Jul 27, 2021 13:36:43 GMT -5
as the title says. below are screenshots from s4s and in-game: would love some advice and help! please and thank yous :D
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Post by yyyyyyyyfffffffff on Jul 27, 2021 13:42:56 GMT -5
it seems like your texture is not a size of 2 (256,512;1024...)
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diwa
New Member
Posts: 3
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Post by diwa on Jul 27, 2021 14:13:56 GMT -5
it worked! though now im encountering a different problem. there's some transparency issues and im not sure if it needs to be fixed on blender or s4s you can see my sim's hand through it in the first photo, then the outline of the grass in the second
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Post by Fwecka (Lolabellesims) on Jul 28, 2021 3:48:25 GMT -5
Please share your package file. I'm thinking it's something to do with the alpha channel of your texture but I'm not sure. I'd like to look at the actual file.
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diwa
New Member
Posts: 3
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Post by diwa on Jul 28, 2021 4:22:30 GMT -5
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Post by arwenkaboom on Jul 28, 2021 7:11:48 GMT -5
Your shadow lod is missing the chicken at the top that's why hand is seen like that. Also normal and spec map are not changed. Texture has correct alpha, but if you cloned item that doesn't have transparency then you have to add it.
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Post by arwenkaboom on Jul 28, 2021 7:14:20 GMT -5
Also i think you used recolor instead of create 3d since there is no rig information
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Post by Fwecka (Lolabellesims) on Jul 28, 2021 8:21:06 GMT -5
I can't find what you cloned--assuming you did actually click "create 3D mesh" and not "standalone recolor"--but whatever you used as your base it's using the Instance shader and not the normal Phong or PhongAlpha shader that I think most objects use. I think it's plants that use the Instance shader. So, yeah, clone an object by selecting "create 3D mesh." What you're making depends on what you clone. If it's a decor item that sits on the floor that you're making and part of your mesh has to have transparency, clone something with glass in it. You'll want something with two mesh groups; if you clone something with three, you'll have to separate your mesh into three parts. The dining hutch will work. It has two mesh groups. One of the mesh groups will not have transparency (it uses the Phong shader) and the other will (it uses the PhongAlpha shader). Separate your mesh into two parts: the base should be one part and the chicken another. Just select the faces you want to be separated and press P. Assign the base of your mesh the same cut number as the body of the hutch. Assign the chicken of your mesh the same cut number as the glass of the hutch. The alpha channel of your diffuse has been done correctly, so no problems there. You do have to have a shadow mesh as it's what creates shadows when your object is outdoors. You will have to join your two separated meshes--the base of the mesh and the chicken--by selecting each mesh group and pressing Ctrl + J. Delete the flat plane that is the floor shadow and give your joined mesh a cut number of 0. This is a very short description of what to do and I left a lot out. Take a look here for more in-depth instructions. Better yet, follow that tutorial. You'll learn a lot.
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