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Post by pandamontok on Jan 25, 2022 0:25:41 GMT -5
Finally I am able to create my cloth CC. I've learned also how to to create square uv'map. Because there was texture overlapping with EA shoes, like tall boots. The shoes texture crossed the border to my pants uv map. prnt.sc/26ixi38No distortion prnt.sc/26ixj92But, there's annoying shadows on it.
And the shadows doesn't come form diffusemap, cause I already painted it to remove unwanted shadows
There's also black shadows around the arm. I already added sharp edges, but didn't help. How to fix this?
There's also tiny clipping. near the arm. Is this somehow related to uv1?
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Post by mauvemorn on Jan 25, 2022 3:16:40 GMT -5
Edges marked as sharp in Blender do not translate to ts4. You need to select them and split them. I showed how to do it in the tutorial
as for the clipping, probably no, just differences in topology. Move the arm away from the sleeve or vice versa
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Post by pandamontok on Jan 25, 2022 12:51:13 GMT -5
Two problems are solved. But how to fix the shadows around the colar, back and under belt? I have tried and tested by: 1. Removing normal map, just to make sure. 2. Painted pure white on the colar and back on the diffuse map. 3. Selected the problematic faces of the meshes and set normals > Set from the faces. nothing works.
drive.google.com/file/d/1fGynPEDtGh8-eKo0ef-A5RV8TNw2zhx6/view?usp=sharing
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Post by mauvemorn on Jan 25, 2022 13:19:35 GMT -5
Select and split these edge loops. All around the collar, those are too sharp Also, you should select everything and do Mesh - Clean up - Delete loose.
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Post by pandamontok on Jan 25, 2022 14:24:24 GMT -5
Colar shadows has been fixed. Most problem under the belt also solved which has the same issue. Splitting the edge flow fixes it. But one tiny problem left. prnt.sc/26j93v7interupted shadow flow under the belt
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Post by mauvemorn on Jan 25, 2022 14:58:08 GMT -5
If you will disable auto smooth, you will see these issues in blender. It's the same thing, just split those that are sharp and leave those that should be smooth
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Post by pandamontok on Jan 25, 2022 16:05:07 GMT -5
Those area can't be smoothed. prnt.sc/26jadr7I disabled auto smooth, selected those problematic areas and clicked smooth faces, edges, vertices. But still the same.
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Post by mauvemorn on Jan 25, 2022 16:17:38 GMT -5
Again, this is not how it works. The game shades everything as smooth. To tell it to shade the edge as sharp, you need to split it. Instead of smoothing or marking them, you need to split those sharp edges.
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Post by pandamontok on Jan 25, 2022 16:33:24 GMT -5
The edge that is supposed to be sharp is splited. The rest is connected.
But it doesn't solve the shading issue.
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Post by mauvemorn on Jan 25, 2022 18:01:01 GMT -5
When two edges connect at an angle that is close or below 90 degree, they create dark shadow. All those edges are meant to be shaded as sharp because the angle between them is close to 90 degree. You can see dark shadows around them. Just split them and you will understand what I mean right away
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Post by pandamontok on Jan 25, 2022 18:24:09 GMT -5
Mmm.. I wasn't addressing shading on those areas. Instead this ones that looks like triangles on this Screenshot
As you can see the shadows breaks on those areas.
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Post by mauvemorn on Jan 25, 2022 18:53:37 GMT -5
The thing where the belt goes, where it connects to the pants, cut it on all sides beside the front.
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Post by pandamontok on Jan 25, 2022 20:22:30 GMT -5
It is cut and the problem still there.
Or is it just impossible the way the game works. Since we don't have the control over the vertex normal. Maybe I just have to change the polygons shape?
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Post by pandamontok on Jan 26, 2022 1:30:08 GMT -5
After testing around I solved the problem. It just a problem of uv_0 and diffuse map.
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Post by mauvemorn on Jan 26, 2022 7:14:27 GMT -5
it is not a problem of uv_0 and diffuse because you can see it in solid mode when no textures are rendered. The first picture is how your mesh looks like when it is not split the second one is how it should be shaded The difference is what i we call dark shadows To get rid of them, you need to split the mesh in places i marked on the third picture You should also add an extra edge loop to smooth that ----> area
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