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Post by purefoysgirl on Jul 23, 2023 8:02:36 GMT -5
Apologies up front, I searched the site but didn't find anything that really addressed this. I've converted some chaps, but I see that where the calf and main leg cuts join, right at the outside seams there's a shiny face. I can't find a corresponding issue on the specular and I don't see any hot spots on the normal, all of which are just re-imports (.dds) of the original package's specular and normal. Here's what I'm referring to: And then in CAS you can see it on both sides, same spot: I'm a bit at a loss as to what's causing this super reflective area. Maybe I just can't see the spec well enough, but I don't see it happening on the adult version of these chaps and I didn't move any part of the UV itself. Any help would be appreciated, and thank you. Package File
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Post by mauvemorn on Jul 23, 2023 9:16:46 GMT -5
Hi. This looks like a shading-related issue. The mesh was not split where the shadow happens. Open the blend and split all sharp edges in that area. Also, was it split into meshgroups like this is the first place ( random bits)?
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Post by purefoysgirl on Jul 23, 2023 10:50:24 GMT -5
Oh yes, it's a fresh mess sort of mesh, I did a double take when I opened the adult version. It's a direct conversion from EA, all I do is adjust the scale percentage, I don't fool with anything along those lines. It's the Get Famous chaps, if you're interested in seeing the adult version. Thank you for the answer, I'll try splitting that edge on both sides and see how we go. Thank you so much for your help!
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Post by purefoysgirl on Jul 23, 2023 18:50:12 GMT -5
mauvemorn, splitting the edges unfortunately did not sort it. Still super reflective/shiny in that one spot. I may see if there's a single cut pants mesh to use since these aren't designed to be tucked into anything.
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Post by mauvemorn on Jul 23, 2023 19:26:15 GMT -5
If you won’t solve it, please share the blend file that you imported in the package as well
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Post by purefoysgirl on Aug 29, 2023 7:24:15 GMT -5
I tried something on my other computer, where I have 3.2.0.6 (Star) [just to clarify, I have the newest version installed on my laptop, which is where I made the kids' chaps, so this was purely to see if an older version had the problem] still installed. I started a new package of the male Princess Leia outfit, exported the first mesh, and immediately reimported it and got this same issue. Before I exported/reimported. And after. This really does look like a recent studio issue and I'm really hopeful it can be fixed, as it looks like it's becoming a more widespread problem for people.
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Post by mauvemorn on Aug 29, 2023 9:22:06 GMT -5
Can you try remove doubles on every meshgroup before importing (but do not join meshgroups)?
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Post by purefoysgirl on Aug 29, 2023 9:53:50 GMT -5
mauvemorn Genius! I'm going to tentatively say that sorted the issue, although the real test for me will be later when I'm back at my other computer and can check a few other items with this problem. So if removing doubles will sort out the shiny face issue, what problem will it cause for items like skirts with splits and such, I wonder? They have to have their sharp edge, don't they? Still a little bit of shine, but as long as it looks okay in game, I can live with the CAS view being a bit off. Thank you for your help, I'll mark this solved as soon as I finish testing.
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Post by mauvemorn on Aug 29, 2023 15:21:33 GMT -5
This is not the same issue as the one addressed in this postYou fix this one by removing doubles where you do not need sharp edges and splitting sharp edges where you need them, that works the same
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Post by Fwecka (Lolabellesims) on Aug 30, 2023 6:37:08 GMT -5
Just adding my two cents here. Studio will split a mesh wherever the UV island's edges are. So, if you have choppy UV islands you'll get weird split edges in the mesh. If you remove doubles but then end up with unwanted split edges again, check the UV islands. Look to see if there are vertices in your UV islands that should be merged. One quick way to tell is to remove doubles in your mesh so that all unmerged vertices along the seams are merged (you'll have one complete mesh with no seams) then press A in the UV editor and choose UV > seams from islands. Blender will mark where the edges of your UV islands are in your mesh so that you can easily see problems in your UV islands. Here's an (extreme) example of what I mean. Don't save your file or anything. Doing what I described is just a quick way to test if there are hidden UV island issues.
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