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Post by qualentina on Mar 26, 2023 15:25:31 GMT -5
I've made serveral specular maps that correspond to the certain CAS parts using this method. The method works just fine showing the correspding maps. But, I created the HQ (2048*4096) diffuse map and its specular map (which I expected to appear only on the pattern) with the same resolution, but somehow the shiny part appears very bloggy in the game. I tried to change it into 1024*2048 but it still doesn't work. I'm not sure if it's about the resolution or not but that's the only thing I changed. Any way to fix it? Here's the picture: ibb.co/Qn4X4M6Plaese ask for more infos or files I use if needed. Thanks in advance
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Post by mauvemorn on Mar 26, 2023 15:37:12 GMT -5
Hi. Share the package please, its not clear what it should be like from the picture
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Post by qualentina on Mar 26, 2023 16:15:34 GMT -5
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Post by mauvemorn on Mar 27, 2023 15:31:47 GMT -5
The shadow map should not be white everywhere, only in places where the shadow exist. This is one of the reasons for the pixelation. The specular is also made incorrectly: the .mask must look just like the alpha channel of your diffuse. Basically everywhere where you have the texture should be white, not just the areas you want to be shiny. This is the second reason for the pixelation You should find an item with the shine that you want to imitate, clone it, export the specular and shadow maps, study both, then recreate. Starting by studying a similar maxis item will prevent 99% of problems.
Speaking of maps The default size of maps: diffuse and shadow - 1024x2048 specular - 512x1024 To make the item HQ mod compatible, you just double these numbers for all these maps. Right now the specular is the same as the diffuse while the shadow is small, which is wrong.
A few unrelated to this problem moments: - the weights in the skirt area look very jagged. You should transfer them with Nearest face interpolated; - the skirt areas should be vertex painted with a different color- when closing holes, collapse the extruded area, it will reduce the polycount of the created geometry in half; - your garment is affected by skirt bones while the sweater you started the package from isnt. This leads to distortions like this that may appear on other people's computers. Clone Dresspanels instead
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