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Post by pandamontok on Jan 7, 2022 8:12:25 GMT -5
I have high poly and low poly cloth.
The plan was, I'm going to bake the high poly and get all those wrinkles and use the diffuse and normal map for the low poly. BUT then I realize, both have different UV map.
I tried different method, trying to sculpt new wrinkles on the low poly. It was a mess.
How EA designer makes diffuse and normal map for their cloth that has wrinkles, even for button, pocket, etc. Draw them by hand?
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Post by mauvemorn on Jan 7, 2022 9:43:28 GMT -5
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Post by pandamontok on Jan 7, 2022 12:08:39 GMT -5
Ok, so I follow the tutorial and I manage to create my normal map.
But then... why blender creates a bluish image as a normal map, but an EA normal map is in grayscale? Is there different kind of normal maps?
And why the tutorial says to save the normal file in .dds (after photoshop), but when I tested to export a normal map directly from S4S, it's in PNG, it's not .DDS. So why save in DDS?
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Post by mauvemorn on Jan 7, 2022 12:36:50 GMT -5
Ts4 uses the unique type of normal map. You are meant to convert the bluish normal map into ts4 compatible. How to make one is explained here ( starting from 5.Bump map ). s4s can export maps in png or dds, depends on what you will choose in the drop down menu during the export
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Post by pandamontok on Jan 7, 2022 14:37:13 GMT -5
I read that that thread. It says "how ever sims 4 uses Bump mapping system", not normal?
But on the S4S interface use the term, "Normal".
So "The unique type of normal map" is a bump map?
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Post by mauvemorn on Jan 7, 2022 14:50:43 GMT -5
Well, it’s complicated but not important. In blender, for example, “bump map” and “normal map” are two different things. The first one is a desaturated diffuse map while the second is more complex and interacts with light differently. What we have in ts4 is … technically neither but also both. It is not a desaturated diffuse or a normal map, it is a greyscale re-arranged normal map?
Anyway, none of this is important. In ts4 context, they mean the same thing.
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Post by pandamontok on Jan 8, 2022 13:06:58 GMT -5
I'm testing my normal bakings in cycles. But the result seems bad. The top is white, then becomes darker.
There's also squares texture on it.
Is there a way to fix this?
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Post by mauvemorn on Jan 8, 2022 15:31:50 GMT -5
Either adjust auto smooth angle or disable it, smooth everything, then mark as sharp edge loops that need to be sharp. The normal map looks fine, you just need to remove the green area after that (in the image editing software, just paint them over with purple
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Post by pandamontok on Jan 8, 2022 16:12:37 GMT -5
It was already auto smooth before and sharped on the necessary edges. And good news, I finally found it.
The node. Image Texture. Space color should be Non-Color data.
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Post by mauvemorn on Jan 8, 2022 16:32:35 GMT -5
You can bake normal map in blender render, it will be faster. Also, auto smooth disregards edges marked as sharp, it uses the angle only
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