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Post by agsh on Dec 8, 2023 22:21:17 GMT -5
A friend tested my mod and it had blue shards on it, but there were none when I tested it. That makes me really confused. Maybe my normal has some problem but I didn't realize. Test photo 1.Test photo 2. (In test photo 2 the blue shard is on button) Red mod blender:https://drive.google.com/file/d/10rVqL-3_FeimRvKm6p5hgr38_5WwdZZe/view?usp=sharing Red mod package:https://drive.google.com/file/d/1nXQPBb4Rbr0g5Gas2CHs6T7j1igfTPhK/view?usp=sharing Red mod normal purple:https://drive.google.com/file/d/1vCTtBGBaOASbAcXZy9uyk8I_u_Mdcq-B/view?usp=sharing White mod blender:https://drive.google.com/file/d/1KiwufEJLk2WnX8eM4IZF4prAibLFkLeS/view?usp=sharing White mod package:https://drive.google.com/file/d/1nXQPBb4Rbr0g5Gas2CHs6T7j1igfTPhK/view?usp=sharing White mod normal purple: drive.google.com/file/d/1ucjoXuQlbvfHckkQeezXw9DuNe0Vt_5H/view?usp=sharingHave checked links. They all can work. The red one's poly is a bit higher. Tried lower poly and test it then feel it doesn't hold the shape of sleeves enough. Although I realized I could just change the retopo of sleeves later. Lazy to change it temporarily. Maybe I will improve it later.
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Post by mauvemorn on Dec 9, 2023 11:15:32 GMT -5
Hi. Well, the distortions happen because those things should move and morph as one. I think you've already had this issue on the white coat As for blue effect, your normal map is a bit dramatic. Usually ea maps dont have black or so much white on them, they are pretty gray. Also, unrelated to this problem, remember this issue? Then theres this problem. The issue goes away when you subdivide lp version, so I suppose these edges are just too sharp. Before baking, add subsurface modifier to lp version, but do not apply it
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Post by Fwecka (Lolabellesims) on Dec 9, 2023 15:52:30 GMT -5
Hi. Your link to your white mod package is the same as the red mod package so I couldn't look at the white mod package in game. I did look at the red mod package in game and didn't see the problem with blue streaks. It's possible your friend is having issues related to Nvidia graphics cards. Unrelated but your meshes do have some problems. The cape thing on the white mod had the shoulders clipping through. You should, in both dresses, delete any geometry that won't be seen. There's no point in keeping mesh parts that no one sees. All it does is increase your poly count for no reason. The cape part is double-sided, as well, which is fine but you don't need to make all of it double-sided. Only the part that hangs free on the back where you can see the underside. It's also too wide and is weight-painted to to move with the arms. You'll get some weird effects when the sim moves her arms around. I had the same problem with a Resident Evil conversion that had a cape/mantle around the shoulders. Never did get that resolved. I recommend you reduce the width of the sailor collar so that it doesn't animate with the arms. Make the back of it smaller, as well, so it doesn't hang down as far. There are issues with holes in your mesh. You can see it in the UV layout. Some of the islands have holes and that's because the mesh has holes. You can make new faces by selecting at least three vertices and pressing F. You've also got openings in weird places such as under the boobs in the red mod dress. And some things such as the cuffs in the white mod are double sided. This serves no purpose and adds to the polycount. It's better to close the holes in the neck, cuffs, bottom of the skirt by selecting edges and extruding new geometry and then unwrapping your new geometry and sticking the new UV islands somewhere on the map. The white dress has two cuffs - the black cuff and the larger white cuff that surrounds it. Close the holes on each cuff the same what you close the holes in the neck and bottom of the skirt. If you're confused, find an EA mesh with sleeves similar to yours and examine the EA mesh to see how EA deals with the openings. And your specular isn't made right. I could only look at the red dress as you didn't provide a link to the other dress's package file. Anyway, Mauvemorn has a tutorial on making a PNG specular here. I'm sure she has another tutorial for a DDS specular but I can't find one. Instead, I'll post a link to my tutorial. Starting at part five it goes over baking an ambient occlusion map, a normal map, and a specular map. You should also make a shadow map even if it's just a DDS that's white with a pure black alpha channel. It may not make a difference if you've imported a custom shadow map or if you make it blank in Studio but I would make and import a custom shadow map just to be sure. Here's a tutorial on making a shadow map.
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Post by Fwecka (Lolabellesims) on Dec 9, 2023 16:15:44 GMT -5
Oh, and reduce the polycount on small things like buttons. There is no reason to have high poly buttons. The easiest way to reduce a mesh's polycount is to tab into edit mode, press A, then Alt + J to turn you tris into quads. Open the little window in the lower left corner and put a checkmark next to "compare UVs." This way, your UV layout won't get messed up. Hold Shift + Alt and select a bunch of edges here and there and press X > Dissolve edges. You can reduce a lot of edges and still keep the shape of your mesh. Sometimes Blender doesn't get things right when turning tris to quads and you have to add edges back in. Hold shift and select two vertices and press J.
Quick tip for selecting mesh parts. Edit mode, press A, in the UV editor, UV > Seams for Islands. Now your seams are marked in red. In the 3D viewport, hover your mouse over a mesh part and press L. The part will automatically be selected. This only works if your seams have been marked beforehand, however. You can also select mesh parts via the UV editor. In the UV editor, enable UV Sync Selection. Now your UV islands will show without having to select your mesh in the 3D viewport. Enter face select mode and hover your mouse over an island and press L. Make sure you're in face select mode! If you're in vertex or edge select mode Blender will select the edges of other UV islands.
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Post by agsh on Dec 17, 2023 0:21:31 GMT -5
Hi. Well, the distortions happen because those things should move and morph as one. I think you've already had this issue on the white coat As for blue effect, your normal map is a bit dramatic. Usually ea maps dont have black or so much white on them, they are pretty gray. Also, unrelated to this problem, remember this issue? Then theres this problem. The issue goes away when you subdivide lp version, so I suppose these edges are just too sharp. Before baking, add subsurface modifier to lp version, but do not apply it Thanks for your reply and Lolabellesims's test! Although it may related to Nvidia graphics cards. But since the normal has some problem. Afraid that other people will meet some problems in game when use the cc. I have subdivide lp version. But normal map still very dramatic. Blender:https://drive.google.com/file/d/1FXlv4Yz06tF9XoZEbfPc_euQXO5F6yZh/view?usp=sharing Package:https://drive.google.com/file/d/1igXIbV5gGE4-kill81hmLGjC3I0VO3OW/view?usp=sharing
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Post by mauvemorn on Dec 17, 2023 8:44:48 GMT -5
Did you move uvs after baking? many of them are mis-aligned
you're probably putting a very high number in extrusion. a torso should not be taking data from the sleeves
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