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Post by itscamzb on Mar 21, 2022 12:54:54 GMT -5
Everytime i create a new cloth and put in the game, the skin of my sims get that shiny aspect from the neck to the ankle (very familiar with the position of the polygons in the nude mesh body in blender). I don't know where im going wrong, i made the weigh and vertex paint and all de maps too. the link of my package, blend file and all the photos of the problem Here. Someone please put my creation on your game and tell me if that problem is happening in your computer too.
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Post by mauvemorn on Mar 21, 2022 16:14:53 GMT -5
Hi. Your normal map has no alpha channel. If it does when you make it, you are saving with wrong settings. It should be dxt5 (or bc3 in newer versions).
There are a few more things: - when you zoom out in s4s, see the skin come through along the seams? you should bake texture with bigger margins, at least 7 pixels; - maxis items almost never go above 10k, yours has 46k tris. This is extremely high poly, almost high enough to crash the game for many people. If you plan on sharing your content with other people, polycount is your number one concern. As your content will add up and make people wait forever for the game to load, it will be the first one to be deleted and they will never download from you again; - add inner geometry only in places where it is visible. Everywhere else it serves no purpose, only doubling your polycount - You should choose references of similar length to your garment or a bit longer, never shorter. If you will check uv_1 or weights, you'll see that the very bottom of the skirt is rigged and has uvs of the legs; - clone any maxis item that has shine similar to what you want, export the specular, and check the first file. You will see that the alpha channel is dark, not white. Speculars in ts4 don't work quite like anything else, so it is best to make yours look like those of maxis items.
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Post by itscamzb on Mar 22, 2022 12:35:58 GMT -5
Thank you so muuuuuuuuch!!!!!! The real problem was the normal map that i did wrong, i skipped some steps so its solved now!
- Thank you for alerting me aboult the seams, i was struggling with that part and i didn't know how to solve this. - - I'm going to fix that number on zbrush. It's so high because i flippped the normals (i didn't wanted to close the holes specialy in the V detail because i thought that will be ugly, but i will think more aboult it). - Ok, i didn't know aboult that reference detail. i'm going fix it. - My specular map was black because i was trying to understand how its works and i try a lot of colors (and i forgot to change), and i saw some videos that the sepular was or white or other color in a super low opacity and when i put in my game my dress was so BRIGHT/shiny/glossy/sparkle that my eye was buuuuurning. I want my specular map matte, so i'm going to study more aboult how to archive that result.
Thanks again for your attention and for the tips. <3
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