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Post by kotpicard on Mar 14, 2023 6:45:39 GMT -5
Hi, I've been reading through similar issues and nothing seems to fix this. At this point I might just start over lol The issue is this: (it's lit directly from above)
I am a biiiig time beginner. Started learning blender literally roughly a week ago. Mesh is my own.
It looks fine both in blender and S4S. I've checked for overlapping faces in my UV map (i don't think there are any). Both the bump map and the specular map are properly blank. I've redone the UV map twice (this is the new version, previous had the same problem but on different faces?). All the faces are facing the right way (learned that one the hard way). I've also originally had this cloned from a different item, I've redone the whole process hoping maybe that'll fix it. It didn't. I swear this will drive me insane. Here's the package file: linkPlease help me before I throw my computer out jashdsdghshj
EDIT: I understand now that this is probably because of split edges. However, when following the tutorial about it, it says to remove doubles and then use the split edge modifier. Doesn't that add them right back in? Also I noticed that when importing the mesh to S4S the number of vertices increases by roughly 1k. I've specifically triangulated the mesh already. What is it doing that adds all those verts?
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Post by simmerish20 on Mar 14, 2023 13:04:26 GMT -5
Blender can use all kinds of modifiers, and it looks good in Blender, but if you want straight edges ingame instead of smooth ones, you need to use split edges. Anything else doesn't work.
Splitting edges adds vertices - one edge = 2 vertices, two edges in a split edge = 4 vertices. Roughly speaking, anyway.
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Post by kotpicard on Mar 14, 2023 16:49:41 GMT -5
Thanks, that's what i'm doing and I know that I have to be doing it -- my question is how do I prevent it from messing up the light on the whole object?
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Post by simmerish20 on Mar 14, 2023 18:58:27 GMT -5
Could be due to the size difference between the specular map (25x256) and the diffuse map (512x512). Try sizing up the specular and bump maps so they match the diffuse map.
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Post by kotpicard on Mar 16, 2023 9:45:46 GMT -5
Thanks, I'll try that. I remember reading somewhere that the normal and specular maps should be half the size of the diffuse so that's why I've kept them mismatched.
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Post by kotpicard on Nov 15, 2023 14:45:47 GMT -5
This is me again after 8 months where I randomly solved it on another object, tested it on this one and it works now...
This whole problem is caused by the normal map being full opacity instead of halfway transparent.
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