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Post by captainslow on Nov 23, 2022 10:52:18 GMT -5
Hi again, so thank you all very much for all tips and advice. I have let this project rest for a while and have been trying tutorials and started re-doing the project with new skills. For reference, this is a project with an online asset I already managed to get into my game successfully:
I have started a new project and tried to keep it as low poly as possible and settled for walkman-style headphones. I created the mesh, weighted it, coloured the textures and baked them. The trouble I am having now is that in S4S the mesh is see through, which is weird and hasn't happened in the other projects with existing materials. Here are the pictures of how it looks in blender and S4S: link
And here is the latest blender file I used for the project: linkThanks in advance for the help!
Edit: For some reason the image didn't load, so I added links.
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Post by mauvemorn on Nov 23, 2022 11:10:18 GMT -5
You need to enable sharing for us to be able to download the file
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Post by captainslow on Nov 23, 2022 11:23:22 GMT -5
Yes, I just redid all the links in my post. Should work now, but to be sure, here's the blender file: link
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Post by mauvemorn on Nov 23, 2022 14:30:41 GMT -5
Select everything with A, Mesh - Normals - Flip normals. For the future, always select the mirrored mesh first, then the original, then join them.
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Post by captainslow on Nov 24, 2022 5:27:45 GMT -5
Hi Mauvemorn, thank you so much. This is the result after flipping. I think I need to bake a bigger size texture to work away those seems, but it works! I don't fully understand what you mean by the following: "For the future, always select the mirrored mesh first, then the original, then join them." Thanks again for the help.
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Post by mauvemorn on Nov 24, 2022 5:45:20 GMT -5
You should bake textures with bigger margins (at least 7 pixels) to avoid this
Say, you made one side of the headphones. You duplicate it, mirror it and get the other side. To join them you need to select the duplicated mesh first, then the original, then join them, otherwise the normals will be flipped
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Post by captainslow on Nov 25, 2022 10:34:11 GMT -5
Ok great! Baked texture with bigger margins, created different colours and looks perfect in S4S! Only problem is that the package doesn't show up in-game. It should be under the the hat category, but it's not there. Not sure what I'm doing wrong. You can check the package here.
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Post by mauvemorn on Nov 25, 2022 11:22:43 GMT -5
The default texture dimensions are: diffuse & shadow - 1024x2048, specular - 512x1024, normal - (depends on the specific package, export and check). To make the item HQ compatible, you need to double the dimensions, so diffuse & shadow - 2048x4096, specular - 1024x20348, normal - (can double, can leave as it is). The item will display HQ textures only if GraphicsRules.sgr is edited to force the game to display them.
There is no point in making your diffuse texture this big because the game will not load it anyway.
Also, remove "child" from Age appropriate
For the future, always check how your item behaves in-game, then make one set of textures, only then make color variations, otherwise you may need to re-do everything.
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