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Post by dltjdml13 on May 13, 2023 8:14:59 GMT -5
I wanna ask something. I want to apply bump map that i want, but when i applied what i make, the top body has brightened. I stepped to this link, but the top belly part is still bright. Is there anything wrong what i applied? and also, there is some package file and photoshop file. Thank you.
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Post by mauvemorn on May 13, 2023 12:40:40 GMT -5
Hi. The background is darker than it should be. i dont know the exact hex codes because they seem to differ but try 858585 for the layer mask/alpha channel and 848584 for the layer/rgb unrelated to this problem issues that need to be fixed: - the uvs are in the space meant for bottoms; - you should transfer uv_1 and weights with nearest face interpolated, otherwise they morph and move in a jagged manner - the mesh is vertex painted with the wrong color. In this case it should be 00FF00 specifically
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Post by dltjdml13 on May 13, 2023 21:25:12 GMT -5
thank you for your kind answer! :-)
But I can't fully act like your solutions, because i didn't understand of your answer. can you explain more detail?
I'm so sorry to bother you :-(
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Post by BokchoiJo on May 13, 2023 23:04:11 GMT -5
Hi, do you want to use the bump map & blend it with the diffuse texture or do you want to apply the bump map to the model ingame? If you want to apply the bump map to the model ingame try this link sims4studio.com/post/7656/threadMaybe you can upload the original normal map (the blue one) so it's easier to check. Hope it helps.
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Post by dltjdml13 on May 14, 2023 3:14:05 GMT -5
Hi. The background is darker than it should be. i dont know the exact hex codes because they seem to differ but try 858585 for the layer mask/alpha channel and 848584 for the layer/rgb unrelated to this problem issues that need to be fixed: - the uvs are in the space meant for bottoms; - you should transfer uv_1 and weights with nearest face interpolated, otherwise they morph and move in a jagged manner - the mesh is vertex painted with the wrong color. In this case it should be 00FF00 specifically I tried as you told me that transfer uv-1 and weights, but problem still emerged. When I make my character as a fat girl, the belly part don't change. it is still slim compared to the pelvis. Can you tell me how to solve the problem like this? This is the blender file. Anyway, I fixed bump map problem in another way. Thank you for your help! :-D
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Post by dltjdml13 on May 14, 2023 3:14:51 GMT -5
안녕하세요, 범프 맵을 사용하고 디퓨즈 텍스처와 혼합하시겠습니까, 아니면 게임 내 모델에 범프 맵을 적용하시겠습니까? 게임 내 모델에 범프 맵을 적용하려면 sims4studio.com/post/7656/thread 링크를 사용해 보세요. 확인하기 쉽도록 원본 노멀 맵(파란색)을 업로드할 수 있습니다. 도움이 되길 바랍니다. 당신이 나에게 말한 문제를 해결했습니다! 감사합니다 :-D
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Post by mauvemorn on May 14, 2023 6:34:32 GMT -5
- you need to choose the reference with as little sculpted details as possible. See how ripped your uv_1 is? This is the reason - the uv_1 was transferred with default settings, not Nearest face interpolated - the uvs in uv_0 are still in the space for bottoms - clone yfTop_Tshirtlong. This one has no sculpted collar, bows, layers of clothing, etc, so it should give you better results. Export the blend, open, rename the top to "Reference", append your garment into the scene; - select your garment, in edit mode in uv editor enable sync, select all body parts, delete them. You should not transfer any data to the body parts; - once done, select all uvs and UV - Export uv layout. Later you will use this image to edit your maps;
- select the uvs in the space meant for bottom and shoes, move them in the space mean for tops. In the future, do not scale uvs individually, it leads to differences in texture quality; - switch to Object mode. Add data transfer modifier to your garment. Choose the reference as Source object, set the rest like in the pic, making sure to choose Nearest face interpolated. Apply; - add body parts again, join, save, import back into the package, edit textures using the exported template;
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