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Post by ziachisims on Mar 9, 2022 11:33:16 GMT -5
Hello! I'm having issues with several objects that have odd lights and shadows going on. I've asked simmers for help in a Discord CC-help chat but they directed me here instead as they didn't know how to solve the issue. At first I thought it was the specular map but then someone suggested looking into the occluders. I don't think that's the issue though but I could be wrong. It should be noted that I followed Syboulette's Specular map tutorial (adjusting levels) but I could have done it incorrectly too and if so; please inform me of a better and/or more correct method, preferably from that video. I'd also like to add that I'm new to making objects. I'm sorry for the large images. All packages can be found here: simfileshare.net/folder/157408/
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Post by qolygonal on Mar 9, 2022 13:42:30 GMT -5
First, this tutorial is wrong. See the correct explanation here. And use this. Second, your bump map is wrong. How to convert a normal map to a bump map.Third, split sharp edges. Fourth, ZiachiSims_BGC_D9_Bench.package. You imported your specular map in place of a snow map. Never delete textures, replace them with blank ones instead. For the snow map, this is a 100% black texture without an alpha channel.
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Post by ziachisims on Mar 9, 2022 14:31:14 GMT -5
Thank you! I'm assuming most of the corrections you mentioned are true for all objects listed?
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Post by qolygonal on Mar 9, 2022 15:36:24 GMT -5
Yes.
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Post by ziachisims on Mar 9, 2022 16:17:25 GMT -5
Do you know how to create a blank snow mask image? Or can I literally import a 100% black .DDS? Another point; the bump map I made before the one I used in the packages I linked here made the object look far too strong. How do I adjust that? I've used this tutorial and I think it works well except for the fact it turns out far too strong. All EA's bump maps are also much softer and none of those tutorials describe how to achieve that, unfortunately.
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Post by qolygonal on Mar 11, 2022 18:13:46 GMT -5
You're right. If you mean NormalMap Online, then move the sliders on top. When you create a normal map from a diffuse map, you get a lot of extraneous/incorrect information. Black represents minimum height and white represents maximum height. So, for example, shadows or dirt get processed the same way as depth and highlights get processed the same way as height. It's a rather dirty way. However, this method is used. But these normal maps need some fiddling and heightmaps are better for this purpose. This old post explains it well, even though it's about Doom 3. Also creating a normal map from a heightmap (or diffuse) is good for things like patterns, chipped edges, cracks, bolts, buttons, etc. Therefore, it's pointless for your picnic table, which doesn't have any surface information. You shouldn’t be approaching this like, "I should definitely make a bump map." Think about whether it will improve your model. Free programs for generating normal maps from textures: xNormal (also has a plugin for Photoshop), Materialize, AwesomeBump, ShaderMap. And of course free GIMP and paid Photoshop.
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