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Post by Virelai on Aug 19, 2023 20:34:09 GMT -5
I am using the newest version of S4S and Blender 3.6, but I did do a lot of the process on Blender 3.3 before I realized we needed to use Blender 3.6 for the newest S4S.
Why does the model look like this in-game?
This is not the bump or spec maps as far as I can tell, because I replaced them with blanks that I have used on models I have been uploading for a very long time.
Those maps are the only place I know to look for an issue like this, so I'm baffled.
(BTW, I'm aware that the texture map is not optimal, containing textures for many other models as well. This is a rip from another game, so I was just making this for personal use unless I'm ever convinced it's okay to upload it)
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Post by BokchoiJo on Aug 19, 2023 21:44:55 GMT -5
Hi, have you tried removing overlapping vertex with "Remove Doubles" & check the face normal? Looks like the mesh is broken into several elements.
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Post by Virelai on Aug 19, 2023 22:23:43 GMT -5
How do you remove doubles in the newer Blenders? The mesh itself came in one piece, but the texture, being a video game texture has different options for eyes, and the weird shaded part on the face does seem to cover that portion of the face that changes in the UV/texture, but the back part of the mesh, I have no clue. I converted a couple of more of them and they don't seem to have the same problem. (but if you zoom in that portion of the face is still shading a bit funny, I wish I could fix that). I think that maybe the major issue with the first one is perhaps that I did so much of it in Blender 3.3 instead of 3.6. The S4S file is very glitchy and I opened it back up recently to find the model missing aside from the 0 set part. Very weird. I will try it from scratch in 3.6 like the others tomorrow.
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Post by BokchoiJo on Aug 19, 2023 23:19:34 GMT -5
I'm still using old Blender, maybe you can merge vertex by distance in newer Blender. Have you tried using spec maps that doesn't have any reflection at all since the weird shading seems to come from the reflection.
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Post by Fwecka (Lolabellesims) on Aug 20, 2023 4:24:28 GMT -5
This one was challenging to figure out! I still don't know exactly what the issue was. You had 2 UV islands that had vertices off the map and some islands were not entirely on the painted areas, so you'll want to adjust the placement of your UV islands. The mesh also had sharp edges. Select your mesh, edit mode, press A, then M > by distance. This is how you remove doubles in the newer versions of Blender (there's nothing called "remove doubles" in newer versions). The specular map wasn't quite right, either. In the warehouse, the specular appeared grey yet you had imported a black specular. I remade the specular and that helped. Save the specular as a DDS file DXT 1 no alpha. Make sure to select generate mipmaps. This is how you save a DDS in Photoshop 2020. My computer can't run newer versions of Photoshop so I don't know how DDS files are saved in newer versions. The main thing that fixed the problem was that I cloned a new toy horse and re-imported all of the assets into that. So, something was wrong with your package but I don't know what. To summarize:*Clone a new toy horse package. *Open your LOD 0 mesh in Blender and adjust the UV islands so that they are sitting on the textures. *Remove doubles by using M > by distance. *Save your .blend. This is your LOD 0. *Reduce the polycount using the decimate modifier and save your .blend. This is your LOD 1. *Open your LOD 0, and delete the flat plane. Change the cut number to 0 and save. This is your shadow LOD 0. *Do the same with your LOD 1 to make your shadow LOD 1. *Make a real specular. Just make a Photoshop document that's 64 x 64 (this is the size of the original specular), bucket fill it with pure black, and save it as I described above. *You don't need to replace the original normal map. The original is so tiny that it does nothing.
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Post by Virelai on Aug 20, 2023 8:57:15 GMT -5
Merging doubles: Well I've tried that "by distance" thing. It starts at 0. How am I supposed to know what to go up to? I thought these models would be game ready, they're from a mobile game.
These blank bump and spec maps are something I picked up online years ago. I've never really understood how to make blank ones myself so I've always gone with those. But it's true that all three models here seem to have that glossy look which I associate with active spec maps that I didn't intend for. So IDK. I've never messed much with alphas, DDS, etc. I don't really understand how any of that works. I'll try doing what you did. Yeah, the model's UV and texture were flipped in all kinds of weird ways so I had to manually mess with the islands. It was quite a headache to get it to look as good as it presently does. D: I know about LODs, but as I said this is for personal use, so I wasn't messing with that much.
EDIT: I followed you all's advice (started back from the original model, not used in Blender 3.3, did everything in 3.6, used a new S4S file, merged by distance at 1.0, created a 64x64 black spec per your instructions. It came out pretty good!
It turned out pretty good, the model is a lot smoother, and there is no gloss from a spec map at all. I will try with the others now, thank you! =)
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Post by BokchoiJo on Aug 20, 2023 21:38:07 GMT -5
Nice to see everything is sorted out. When using merge by distance the value just tells Blender how far 2 vertex are before they are merged into 1, if the distance is less than the value then it is merged. Don't set the value too high or it would start merging unwanted vertex. If you have 2 vertex that is overlapping setting the value to 0.001 is enough to remove the overlapping vertex.
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