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Post by artistwannah on Mar 23, 2024 6:48:34 GMT -5
Hello! Not really sure how to explain this but I took pictures which I hope will help. I’ve created some shorts to go in my game and I finally felt that I’d done everything right! It looks and moves perfectly in the game but! There is a line of demarcation (in a way) around the edges of the body mesh - I didn’t edit it in any way apart from deleting a few faces - it just looks like there’s a line right at the middle and the ankles (where the mesh separates). I’m not sure what I’ve done wrong here. Any suggestions would be a great help! www.dropbox.com/scl/fi/8vqnp3ld4wl5up5ikl11m/Screenshot-2.png?rlkey=dhofzrtm65mre3rjfz0n44k5h&dl=0
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Post by artistwannah on Mar 23, 2024 6:57:08 GMT -5
Okay turns out i didn;t take any pictures? Or I have no idea where it they went - but you can see some of the lines in this image. If needed, I'm happy to go back in game to take some more
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Post by mauvemorn on Mar 23, 2024 6:59:39 GMT -5
Hi. You may have saved files without generated mipmaps. Resave all dds maps with them
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Post by artistwannah on Mar 23, 2024 7:08:22 GMT -5
Hi. You may have saved files without generated mipmaps. Resave all dds maps with them Hiya! Thanks for the prompt reply! Do you mean with my normal maps or? If you could elaborate that would be amazing, thank you! Should I attach the package file?
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Post by mauvemorn on Mar 23, 2024 8:42:52 GMT -5
I cant really tell from the files if mipmaps were generated, so theres no need Every map that was made in dds Look through the saving settings for "mipmaps" If this wont help, please share the package after all
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Post by artistwannah on Mar 23, 2024 10:03:12 GMT -5
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Post by mauvemorn on Mar 23, 2024 11:21:15 GMT -5
While the shadow map is not made correctly, it is a bug with s4s, i get the same result after re-importing maxis shadows in maxis meshes as well. For now, you can either remove it or convert it to dds. If you'll do the latter, adjust a few things first: - first, its too strong, you can see it even in cas. Export a shadow map from some maxis short and check what area it contains. As you see, not full legs, just a bit of the shadow the garment casts on the body. Note that the borders of those areas are pure white, this is why theres no sharp transition like you see in the ankle and pelvic areas below; - secondly, its of the wrong size. The default size for diffuse and shadow maps is 1024X2048, for the specular its 512X1024. To make it hq compatible, double all these numbers. Now the shadow is of the original size while others are bigger, so this file wont work with hq mod
To convert it do dds, simply open your png in www.photopea.com/, File - Export as - More - DDS There are other, completely unrelated issues: - there are two vertex colors and neither of them is correct. Shorts should be painted with 00FF00, so delete both color attributes and create a new one with 00FF00 - if the future, be conscious of the polycount. These tiny shorts with no fine details have 8,5k tris, which is more than maxis's most complex hairstyles. It is not a problem now, but would be on bigger garments. There are three things you can do to avoid this: a). do not use Remesh, it really only makes things worse. As a result of it, a lot of vertices are created along borders of patterns, which increases the polycount and makes the mesh morph and move worse; b). do not lower Particle distance too much. Your garment has no fine details like folds, lowering particle distance from 20 to 10 wont change much, so no need in doing this; c). Close holes by collapsing them. Select an edge loop, press E to Extrude, then S to scale down, then M - Collapse, then unwrap it. This way the newly created geometry will has 4 times lower polycount than it does right now.
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Post by artistwannah on Mar 24, 2024 9:00:13 GMT -5
Amazing thank you so much! I will do as you've said and test it in my game! And thank you for the pointers - I'll be sure to keep them in mind from now on!
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