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Post by elaynestone on Sept 11, 2023 19:32:52 GMT -5
I've made a starry night texture using shader nodes. I was pretty proud of it, considering I didn't even follow a tutorial, just had a vague idea in my head how it should look like. I was exicted to use it, so I decided to put it on this Realm of Magic dress. It's one of my favorite dresses and coincidentally also has stars on it. Screenshot 1But this dress has been giving me headache for the last couple of hours. First issue is that the texture didn't look as intended, so I UV unwrapped it. That fixed the issue, but I remember reading somewhere on this forum that I wasn't supposed to mess with maxis UV maps. I don't really know how else to fix it. Second issue is that is has 8 mesh groups, so the texture doesn't "flow" seamlessly. It ruins my vision of having the rings of the wave texture wrap diagonally around the dress. There are visible lines between each mesh group. I've joined them, but it doesn't really make a difference. Screenshot 2I hate having to constantly ask for help, but I just couldn't figure it out on my own. Am I allowed to upload a blend file, since it's not a base game mesh?
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Post by mauvemorn on Sept 12, 2023 4:20:53 GMT -5
Hi. It is done this way: - after you're done modifying the shape of the mesh, save the blend, then save it again under a different name; - join all meshgroups of the dress, delete body parts; - select everything and remove doubles in both 3d space ( Mesh - Merge - By distance ) and uv editor ( UV - Merge - By distance; change Merge distance to 0.0001 ) - UV - Seams from islands; - create a new uv map ( important) and choose it; - with all uvs still selected, assign your image in the background; - unwrap with Correct aspect disabled; - change your image in the garment's diffuse and enable rendering on a new map to see how it works; - once happy, choose uv_0 ( while rendering is still on the new map ), switch to Rendering, choose Cycles; - scroll to Bake field, choose Diffuse instead of Combined, disable Direct and Indirect, change margins to 7 or 10, hit Bake - in uv editor Image - Save as; - in the image editor you're meant to overlay this image on the existing maxis one, otherwise it will look odd without wrinkles and shadows; - so open the original texture in photopea, rename the layer to Original. File - Open and Place the baked texture. RMB-click on an added layer and rastezire it. Rename to Pattern; - Ctrl-click on Original's layer previw to select everything, Ctrl I to invert. Select Pattern, hit Delete; - change Pattern's blending mode to the one that works best ( try Overlay, Color, Highlight ); - export as png, import into the package
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Post by elaynestone on Sept 12, 2023 5:22:11 GMT -5
A slight issue... I can't assign image, since it's shader/texture nodes that haven't been baked yet. Should I bake it first, even if it looks all disjointed?
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Post by mauvemorn on Sept 12, 2023 5:29:48 GMT -5
Just assign the whole material to the dress then, but no, you can’t bake it while it looks wrong
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Post by elaynestone on Sept 12, 2023 8:29:20 GMT -5
Am I supposed to choose "cycles" in material output and then choose "rendered" in the viewport? Cause as soon as I do that, the texture turns black. It's also black after baking. Should the Image Texture node be plugged into Diffuse BSDF?
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Post by mauvemorn on Sept 12, 2023 10:43:38 GMT -5
It should be set to All and you should be in the Material preview view ( the default one)
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Post by elaynestone on Sept 12, 2023 13:23:57 GMT -5
Baking Diffuse simply gives me a black image, probably cause I have Glossy and Emission BSDF. Baking "Combined" with Direct and Indirect lighting seems to work. However the result is pretty noisy. It looks better if I increase render sampling to a 100. How much should the sampling be to get a completely clear result?
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Post by mauvemorn on Sept 12, 2023 13:43:25 GMT -5
Baking combined is a different thing, you dont need shading information in your texture, it won't match that of the maxis diffuse I just checked and a procedural material bakes fine. What may be causing your problem is the selected node. I overwrote the existing diffuse texture of the dress, for example. Instead, you can create a new image and a new node, choose your image there, keep it selected and uplugged, then bake. If this wont work, share the blend please Edit: is "new diffuse" texture the one you're baking to? If yes, unplug it, remove that mix node. Also, it does not matter whether youre using a universal material or old versions
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Post by elaynestone on Sept 12, 2023 14:42:07 GMT -5
Still the same, I'm really not sure what I'm doing wrong.
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Post by mauvemorn on Sept 12, 2023 15:17:20 GMT -5
That seems to happen because of the emission shader, does not bake that. Then yeah, do combined with 1000 samples. Change Total in Light paths to 1 as well and Device to GPU. This may take some time, though.
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Post by elaynestone on Sept 12, 2023 16:27:43 GMT -5
I'm gonna leave it to bake overnight. Thank you for guidance and being patient as usual 😊
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