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Post by mauvemorn on Feb 13, 2024 19:27:33 GMT -5
To the last one, the face you created between 4 vertices and separated these ones
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Post by willowtea on Feb 13, 2024 19:36:57 GMT -5
Okay, then I'm doing something wrong, mine does not look like that. Are there 4 specific vertices I should be selecting to create a face? The 4 corners? (I apologize, written instructions are very hard for me to follow, thank you for your endless patience)
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Post by mauvemorn on Feb 13, 2024 19:39:12 GMT -5
In the post on the previous page I marked approximate location of 4 vertices that I selected. After that, I got a quad (rectangle). The shape you see in the screenshot is final, after completing all instructions
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Post by willowtea on Feb 13, 2024 20:23:31 GMT -5
Okay, I got it. So, I understand generally how marking seams works, but I'm not sure how to determine placement. Would I need one seam on this or multiple? Am I supposed to get rid of the rest of the object I just retopologized or does it get joined with the rest of the ring?
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Post by mauvemorn on Feb 14, 2024 4:04:09 GMT -5
You join the retopologized object with the rest of the ring
The flat surface of this element can be one island, the rim can be another. So mark this whole edge loop that divides them. You would also need to split the rim’s island into a few, otherwise it won’t straighten
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Post by willowtea on Feb 14, 2024 15:01:11 GMT -5
The object with too many polygons still exists and then there's the retopologized one, they're separate objects. The retopologized one is missing some details from the one with too many polygons that are important to the ring. Am I getting rid of the one with too many polygons? Or did I do something wrong and they're supposed to have combined somehow?
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Post by mauvemorn on Feb 14, 2024 15:10:16 GMT -5
A gaming asset is not meant to have fine sculpted details. Instead, they are preserved through textures. You can bake normal and diffuse maps from the high poly mesh to the low poly one. theslyd.tumblr.com/post/161020478636/tutorial-normal-bump-map-baking-in-blender/ampThat said, this is a ring. Both its mesh and textures are extremely small. Basically, no matter how you choose to preserve these details, they will not be noticeable, so all these efforts would be for nothing
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Post by willowtea on Feb 14, 2024 15:22:18 GMT -5
I missed adding the pointed bits into my retopologizing steps. That's mostly what I was worried about losing.
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Post by willowtea on Feb 14, 2024 15:50:59 GMT -5
Okay, so the UV map looks way better now, thank you so much. I'm running into issues transferring weights again. First, I don't get a uv_1 after I do the data transfer modifier? Second, which may be related to first, the vertex paint won't apply to the retopologized object, even though it's joined with the rest of the ring.
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Post by mauvemorn on Feb 14, 2024 16:40:31 GMT -5
You need to click on Generate data layers before applying the modifier for uv_1 to appear. If you did that and it didn’t work, look at the screenshot closely to see if you missed any steps
You need to vertex paint the mesh again, it does not apply automatically upon joining meshes, nothing does, everything is per-vertex based.
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Post by willowtea on Feb 14, 2024 16:59:34 GMT -5
It's working and the texture is showing up! Thank you so much! One last question before we mark this resolved: the shadow from the reference ring is still showing up in game, but not in s4s despite my marking it as blank, how do I fix this? (This is in game vs s4s)
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Post by mauvemorn on Feb 14, 2024 18:09:48 GMT -5
In s4s only the diffuse map is previewed You may be doing something wrong when it comes to removing it. Under your diffuse texture, there’s “Shadow”. You select it, then click on Make blank
The in-game texture looks different, maybe you’re seeing unsaved/different file?
Also, did you figure why this black noise appears after baking? If no, it’s either overlapping uvs or low samples
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Post by willowtea on Feb 14, 2024 18:17:46 GMT -5
So it looks like both the shadow and the noise was because I hadn't removed a previous package file for the same ring (my bad). The ring looks fine, but I think I weighted it wrong because it's not on the pinky, just floating in the air behind the hand, moving a bit with the movement of the hand.
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Post by mauvemorn on Feb 14, 2024 18:42:17 GMT -5
If you transferred weights from the upper body, then it should behave as it intended. What you may have done wrong was not clean weights In edit mode select the ring, tools - Weight tools -Clean, change subset to All groups
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Post by willowtea on Feb 14, 2024 18:48:17 GMT -5
I did notice (suppose I should have mentioned this) it wouldn't let me change the limits to 4 when I cleaned weights. It only goes up to 1
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