thheo
New Member
Posts: 4
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Post by thheo on Jul 2, 2023 18:27:41 GMT -5
Hello I need help with a table I'm designing. I based it on the "The Ghost Tables of the Bakersvilles" table. Everything worked fine besides some issue with what I think is the LOD model. In the game as soon as I zoom out to a certain distance I can see a strong gloss on the top surface of my tables (photos). If anybody could help me out I would be very thankful. This is my first try at Sims CC so sorry if this is obvious. Any help will be very appreciated! Thheo
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thheo
New Member
Posts: 4
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Post by thheo on Jul 2, 2023 19:13:25 GMT -5
Okay so I replaced the LOD1 File which is the more low poly version with the normal file and the gloss was gone... now I'm wondering what I did wrong with the LOD1 file. I redid the whole LOD1 file and it still happens... I don't think it can be my LOD1 model because I checked in blender and it is a really clean model...
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thheo
New Member
Posts: 4
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Post by thheo on Jul 2, 2023 20:44:55 GMT -5
Ok, so as it seems Sims just really didn't like my completely flat surface. The top of my table was bevelled (2 segments) on the sides but for the LOD1 I decided to get rid of the bevel do lower the poly count. Apparently for Sims that meant that the surface was now super glossy... weird
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Post by mauvemorn on Jul 3, 2023 3:41:44 GMT -5
Hi. In the future please provide blend and package files, so that we would be able to give you an exact cause. Most likely this is caused by un-split sharp edges. by default the game shades everything as smooth. When edges that are meant to be sharp are shaded as smooth, a dark shadow appears along them, « reflection » warps as well. To force the game to shade these edges as sharp, you need to split them
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thheo
New Member
Posts: 4
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Post by thheo on Jul 4, 2023 21:15:44 GMT -5
mauvemorn thank you this is really helpful! I will post files next time. So should I split edges in general or when does this come into effect? What excactly defines a sharp edge? Also do you also recommend to triangulate the objects before importing them into Studio or does it not really matter?
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Post by mauvemorn on Jul 5, 2023 7:50:29 GMT -5
Where two edges connect, an angle is formed. Those angles that are closer to the straight one should be shaded as smooth. Those that get closer to the right or acute ones should be shaded as sharp.
See the dark shadow along selected edges? This is what happens when the sharp edge is shaded as smooth. If that shadow is prominent, it is best to split it. Usually it happens on right angles or lower. There is no need in triangulating the mesh in blender because s4s does it upon import itself. The only exceptions are when youre dealing with transparency or when s4s doesnt do it right
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