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Post by aitnekeary on Jan 29, 2024 20:27:32 GMT -5
Can somebody please tell me what am I doing wrong or what I can do? This problem appears everytime I´m trying to make an object which has rounded elements at the lower part :(, you can see it in S4S and also in the game. I was searching for this problem in the forum but didn´t find anything except delete doubles or edge split and this is not helping unfortunately the only thing I noticed is happening when I for example reduce poly and then the shadow wanders, its wandering a little bit, but it still is not gone. I have put in the package file a white blank pic for you to see its not the texture, there you can see where I made the arrows everywhere at rounded parts at the lower part the shadows. Please help! Im working with Blender 3.3.1 and S4S Star 3.2.1.1 but I already tried it with Wishes and Blender 2.7 and it´s all the same. Also I tried different UVs and other meshes it´s always the same. Here is the Blendfile and the package file
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Post by mauvemorn on Jan 31, 2024 8:55:53 GMT -5
Hi. Were you removing doubles like this? - In Edit move hover over a light bulb, press L to select one part, then repeat with another; - Once everything is selected, remove doubles
If that wont fix the problem, you may need to quadrangulate the mesh and subdivide it in some places
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Post by aitnekeary on Jan 31, 2024 15:42:54 GMT -5
Hey thank you for your reply, for a moment I thought everything would be fine this will solve the problem but unfortunately it didn´t help...it´s happening what I said before, when I said the shadow is wandering to another place but ok you can hardly see any difference, you have to look very closely...I'm really starting to get desperate... look I made pictures whats happening: (But the fourth picture, I don't think it's ok anyway to just subdivide on some faces, because the adjacent ones are engons, then!?)
So it didn´t help...Do you or perhaps someone else have any further suggestions?
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Post by mauvemorn on Feb 1, 2024 14:16:12 GMT -5
When subdividing, you were meant to set smoothness to the highest, otherwise theres no point in doing it. You were also meant to do it on a light bulb, since it has no sharp edges. This area has them, so you'd need to split them after subdividing
All of that said, your object has reasonable topology, there's no need in making it denser. Just remove doubles where you do not need them ( the seam on the side and on the light bulb ) and leave them where they are needed ( creases ). Nobody would pay attention to how some parts of a lamp are shaded + In s4s objects arent shaded the same way they are in ts4, so do not worry about it
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