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Post by agsh on Apr 12, 2024 5:46:56 GMT -5
Have tried my best to fix the problem but failed and posted the thread in other forums for a while. Didn't get any result. So post it here to give a try. There are shadows like dotted lines around some sharp edges. Wonder whether it caused by angle of faces changed to dramatic. Tried add bevel seems didn't fix the problem. And it makes curve face flatten. Tried add subdivision modifier. Have fixed some part of problem. But there are still many dotted line shadow. Maybe it is a basic problem that many people asked. But searched and tried some ways some thread mentioned. Still didn't solve the problem. Thanks for the help in advance. blender
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Post by mauvemorn on Apr 12, 2024 10:59:55 GMT -5
Hi. Which texture is the final one? The one plugged into the image node does not align with uvs
Regardless, your light sources are too close and arranged in a way that makes no sense. Sharp shadows, overblown highlights are caused by them. Theres also no ground
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Post by agsh on Apr 15, 2024 9:50:27 GMT -5
Hi. Which texture is the final one? The one plugged into the image node does not align with uvs Regardless, your light sources are too close and arranged in a way that makes no sense. Sharp shadows, overblown highlights are caused by them. Theres also no ground Thanks for your reply. My fault that didn't add enough information. Have watched some lighting tutorials and rearranged the lights. Feel maybe I am not sensitive enough about overblown highlights. Checked false color in color management. Some people said as far as there is no white or black areas then the exposure is fine. Not sure whether the light setting is good now. Much thanks if can get some feedback. There are still some weird shadow in baking result 1 2 3. Not sure whether still the lighting problem. The bake texture looks different from render. 4 . Tried to reduce roughness to 0 but didn't fix it. Some people said glossy shader, Fresnel data ,velvet shaders will cause it, but I seems didn't find any in my file? Or maybe I didn't realized I use them. Still not familiar about blender enough. blender
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Post by mauvemorn on Apr 15, 2024 12:09:32 GMT -5
Smaller uvs = smaller texture = less pixels to bake to = worse quality Those "shadows" are details that do not look good because theres not enough pixels to preserve them Unwrap the hat in a more reasonable manner. - remove seams from the hems, instead occupying this space they can be a part of the main uv island; - prioritize front patterns over inner or obscured ones; - do not create seams in places they would not exist in real-world, otherwise it would be obvious where uv island end; - split big uv islands into smaller ones; - delete pieces of the mesh that arent visible; heres an exampleThe floor should be where the floor is, not under the hat. You are meant to imitate real world shading Also, if you're going to use subsurf, avoid triangles. That area at the top is difficult to edit now
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Post by agsh on Apr 16, 2024 12:46:41 GMT -5
Smaller uvs = smaller texture = less pixels to bake to = worse quality Those "shadows" are details that do not look good because theres not enough pixels to preserve them Unwrap the hat in a more reasonable manner. - remove seams from the hems, instead occupying this space they can be a part of the main uv island; - prioritize front patterns over inner or obscured ones; - do not create seams in places they would not exist in real-world, otherwise it would be obvious where uv island end; - split big uv islands into smaller ones; - delete pieces of the mesh that arent visible; heres an exampleThe floor should be where the floor is, not under the hat. You are meant to imitate real world shading Also, if you're going to use subsurf, avoid triangles. That area at the top is difficult to edit now Thanks for you taking time on rearrange my file . Still having some questions in uv unwrapping. 1 A bit curious about why decided to put a seam here. since some tutorial said seam usually be put in place where has edge or people can't see. Some tutorial also said sometimes need to balance seam and texture (sometimes need to put seam where affect texture a bit). But don't know how to balance it. 2 tried to mark seam and unwrap but the uv I unwrapped seems distorted than example file. Not sure how to make them looks more close to example uv. Ps: are there any tutorials recommended about reasonable uv unwrapping? I know basic uv unwrapping (I guess). But lack knowledge about reasonable arrange uv. Have watched blender guru and cg cookies's uv tutorials. Still can't arrange the uv like example uv. blender
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Post by mauvemorn on Apr 16, 2024 13:18:01 GMT -5
that is correct but this uv island is very long even if you split it only in the back.
yeah, i actually straightened them a bit. I selected the edge loop in the middle, pinned it, then unwrapped. This straightened ( centered ) it a bit you dont need another one, just do this: break big uv islands if possible, prioritizes the ones that are the most visible, make the side ( thickness ) a part of the bigger island instead of a separate one
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Post by agsh on Apr 17, 2024 4:23:09 GMT -5
that is correct but this uv island is very long even if you split it only in the back.
yeah, i actually straightened them a bit. I selected the edge loop in the middle, pinned it, then unwrapped. This straightened ( centered ) it a bit you dont need another one, just do this: break big uv islands if possible, prioritizes the ones that are the most visible, make the side ( thickness ) a part of the bigger island instead of a separate one Thanks for your explanations (take notes). There are still some details that do not look good after re-arranged uv (Have tried to re-arranged the uv myself. But accidentally mess up the texture. So used your file.). 1 2. 3.Not sure whether it still caused by uv not big enough or other things. And the bake texture still looks different from render. The back of hat is almost all white. Not sure whether caused by inappropriate light setting or sth. Set roughness to 0 didn't fix it and make the hat like mirror. 3. blender bake texture
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Post by mauvemorn on Apr 17, 2024 5:03:03 GMT -5
Quality wise, its about as good as it can get. In the preview you're seeing a proper material, with different maps plugged in, that interacts with the environment. The quality of it is limited to your screen resolution, not to the size of the texture. Once this shading is baked to texture, it becomes an imitation, conveyed through a very small number of pixels. Reduce the intensity of the light I think a logical lighting in this case is this: ambient light + sun. Ambient light will light the mesh evenly from all sides, the sun will create highlights where it makes sense for them to be from a point of realism. Outdoors, the light is coming from above. Indoors, the light is also coming from above in most cases, so it makes sense for the lightest part of the texture to be at the top, above a sim, not at the side.
Also, dont forget to move the floor, it is still in the blend
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Post by agsh on Apr 17, 2024 10:00:29 GMT -5
Quality wise, its about as good as it can get. In the preview you're seeing a proper material, with different maps plugged in, that interacts with the environment. The quality of it is limited to your screen resolution, not to the size of the texture. Once this shading is baked to texture, it becomes an imitation, conveyed through a very small number of pixels. Reduce the intensity of the light I think a logical lighting in this case is this: ambient light + sun. Ambient light will light the mesh evenly from all sides, the sun will create highlights where it makes sense for them to be from a point of realism. Outdoors, the light is coming from above. Indoors, the light is also coming from above in most cases, so it makes sense for the lightest part of the texture to be at the top, above a sim, not at the side.
Also, dont forget to move the floor, it is still in the blend
Fixed! Thanks for your help. I will spend much more time in trying to fix problem if only rely on myself. Feel like I need to study more about light (take notes).
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