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Post by EachUisge on Jun 14, 2022 0:23:51 GMT -5
I've been working on some updated tails to go with the feline skins I made, but I'm running into a problem where the tail is noticeably darker than the skin (and seems immune to the ambient lighting, which might be related). The image below is a temporary texture sampled directly from the skin to make sure the values are the same outside of whatever's going on, the accessory is in the glasses slot, I haven't created any normal or specular maps at this point. I made a set of tails a while back with the same problem; last time I just eyeballed the difference and tweaked each texture itself until it was close, but I'd much rather fix the issue if it's fixable so I can color match my projects more easily.
Sorry in advance if I'm just missing something obvious; I looked through the FAQ and tutorials and didn't see anything.
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Post by mauvemorn on Jun 14, 2022 3:35:27 GMT -5
Hi. Does it match in s4s or blender? If yes, it is probably the normal map. Can think of two reasons related to it: 1). The alpha channel is not being preserved. Try exporting/re-opening the current normal map and checking if the alpha channel is missing/white. If yes, re-add it and save as BC3 or DXT5 (with interpolated alpha). 2). If the normal map is missing and the tail has Simglass shader, import a blank normal map from here If it’s neither, share the package please
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Post by EachUisge on Jun 14, 2022 16:44:32 GMT -5
It looks dark in S4S as well, importing the normal map didn't seem to do anything.
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Post by mauvemorn on Jun 14, 2022 17:01:28 GMT -5
Oh well, that's just a mismatched color then. You need to sample it in a place that is neither dark nor light. You can temporary add the skin texture to the tail's texture to not have to check the result in the game. If you have photoshop that supports 3d, you can get the models there and adjust the color right there, it'd be the fastest way
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Post by EachUisge on Jun 14, 2022 17:07:53 GMT -5
Oh that's what I did, the tail's texture in the screenshot is a temporary one literally sampled from the exact part of the skin it connects to; I haven't even made a proper texture yet because I needed to solve this problem. The texture itself is exactly the same value as the skin texture.
I've made a set of tails before that had the same issue, and I did just tweak the levels in CSP until it was close enough, but I was hoping not to have to do that for every single texture this time. I mean I will, if that's the only option, but it's a pain to do.
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Post by mauvemorn on Jun 14, 2022 17:15:41 GMT -5
There's kind of no way out of this because neither the skin nor the tail are of solid color. If you want, you can replace the whole texture of the tail with the one taken from the leg or something to not have to adjust the color
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Post by EachUisge on Jun 14, 2022 17:55:01 GMT -5
No I mean that's literally what I did. Sorry I'm explaining this badly. I didn't eyedrop a color from the skin texture. I selected the skin texture along the spine, copied it, and pasted it onto the tail UV to make sure the issue was not the texture. it is exactly the same texture with exactly the same values; if you put them side by side in a photo editing software they will be identical. the problem is that the same texture looks white when it's a skintone, as it's supposed to, but medium grey on the tail accessory. My problem is trying to figure out whether this is just how accessories are (in which case I will have to adjust the tail values manually to make the texture brighter than the skintone so it evens out) or if there's a fix I haven't found. Edit: for reference, the tail texture is on the left, the skintone is on the right. For additional info, I also have white marking tattoos that also looked grey in comparison until I changed the compositioon method from 0 to 1, but that doesn't seem to apply here.
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Post by mauvemorn on Jun 14, 2022 18:22:00 GMT -5
Hold on, the skin texture on the image above looks very different than it does in CAS. I think that it has a different composition method. Can you open the skin package, go to the warehouse, select the first CAS part, then in the search bar to the right type “Composition”. What number is in that field?
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Post by EachUisge on Jun 14, 2022 18:52:25 GMT -5
Composition method isn't showing up in S4S, not sure if that's an issue with skininator skins or what. It should be composition method 1 based on all the info I do have. I did try changing the composition method of the tail to 1, on a hunch, but it resulted in a mostly black texture with this bit of white at the top, so... more questions than answers there.
Honestly at this point I'm tempted to just adjust the textures themselves individually and let it go.
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Post by mauvemorn on Jun 15, 2022 5:52:34 GMT -5
Changing the tail’s composition method will not work because there is no skin texture below the tail’s texture. As a last resort, you can screenshot the skin in CAS and try to adjust the tail’s texture to match it.
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Post by EachUisge on Jun 15, 2022 15:17:02 GMT -5
Yeah that's what I'm gonna do at this rate. Thanks for the help regardless!
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