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Post by spindayz on Mar 25, 2022 19:38:49 GMT -5
I baked my hat in blender but it kinda looked pixelated when i put it into sims 4 studio. I'm not sure if it's sims or blender that's doing this.
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Post by mauvemorn on Mar 25, 2022 19:49:04 GMT -5
Hi. Please always provide a picture of the problem to give us a better idea and a blend file so that we would be able to see the settings you used. Most likely the samples were too low
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Post by Fwecka (Lolabellesims) on Mar 25, 2022 20:04:41 GMT -5
One thing I've noticed is that if you have faces that have normals pointed inside the mesh or if parts of your mesh are double-sided your bake will look awful. I recently had this problem with a police uniform I wrote a tutorial for. Hopefully, the link will take you to the right post but if not press Ctrl + F and search "part five." You'll see how I deleted all faces except the ones facing outside. Got a really nice bake from that. It's okay to delete faces for a bake because you're not saving the mesh. It's just a temporary mesh solely for baking an ambient occlusion map. If you enable Keep UV and Edit Mode Mesh Selection in Sync in the UV editor and enter face-select mode you can select faces in the UV editor then put your mouse in the 3D window and press X to delete. You can also press H to hide faces that are in your way then Alt + H to unhide.
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Post by spindayz on Mar 25, 2022 20:14:30 GMT -5
oK !
/photo/1
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Post by spindayz on Mar 25, 2022 20:15:37 GMT -5
UHM... Ok
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Post by spindayz on Mar 25, 2022 20:17:26 GMT -5
Btw I wasn't baking for ambient occ i was baking the texture. I can't texture... I use nodes then bake it.
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Post by Fwecka (Lolabellesims) on Mar 25, 2022 20:24:37 GMT -5
Edit: you posted at the same time as I did, lol. So, your screenshot is a screenshot of the diffuse and not an ambient occlusion map. An ambient occlusion map is for shading on your mesh. It will look like this: I thought you were talking about an ambient occlusion map. What it looks like to me, based on your screenshot, is your alpha channel of your diffuse doesn't extend to the edges (if you're using a DDS). Or, if your diffuse is a PNG, the texture doesn't extend past the edges of your UV islands. Export your UV layout and use it as a template for your texture. Select your mesh, tab into edit mode. In the UV editor, press A to select everything, then export your UV layout. It will be a PNG image. Edited to fix my terrible grammar.
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Post by Fwecka (Lolabellesims) on Mar 25, 2022 20:31:46 GMT -5
Open the UV layout and your texture into Photoshop and copy and paste the UV layout into your texture. If you see any parts of the texture that don't extend past the edges of your UV islands then just edit the texture so that they do. It's always good to go a couple of pixels past the edges of your UV islands, just to make sure everything is colored. Also, check to see if the edges of your texture are blurred or if the edges are partly see-through. If so, you'll need to fix that. Once fixed, delete the UV layout and save your texture.
The above instructions are for a PNG. If you're using a DDS you'll need to make sure the white parts of your alpha channel extend a little past the edges of your UV islands in addition to making sure the texture extends past the edges. Use the UV layout as a guide, then delete it and save your texture.
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Post by spindayz on Mar 25, 2022 20:41:04 GMT -5
ok
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