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Post by dana86 on Apr 29, 2024 10:12:43 GMT -5
Hi, I made a "lamp" of a rectangular object, but I'm having trouble with vertex paint. Since the shape is so simple, I can't fine tune the paint where I want it. I think the solution would be to subdivide each face, but that'd create unnecessary vertex? If I try to vertex paint as is, it's giving me a glitchy effect in game on the body, and it kinda "flickers" as I pan around. Here's the package, without vertex paint on the body.
Can this be adjusted? I'd like the middle of each side to glow.
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Post by mauvemorn on Apr 29, 2024 10:33:47 GMT -5
Hi. The glitchy effect you're seeing is called Z-fighting and it is caused by overlapping meshes. When I export your blend, I see 3 meshgroups, 2 of which are the same. Your blend must be structured the same way the original was. So if the original had three meshgroups ( shadow, lamp, glass ), yours should be split the same.
If you are still unhappy about the light, you can quadrangulate the mesh and subdivide the lamp once or twice, the difference in the polycount it insignificant in this case
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Post by dana86 on Apr 30, 2024 14:09:31 GMT -5
Thank you so much! I redid the mesh with a different light from the game, and now the vertex paint looks how I want! It's a bit too bright, but I'll fine tune it. I have a new problem though, the original lamp (Moodlet Lamp) had some sort of glow effect on it. I don't mind it, it's just that it's out of place. :D I'm assuming it's the Occluders settings in Warehouse->Light? There are three Occluders, so I'm not sure which to edit. If there was one, it'd be much easier. :D
EDIT: I figured it out! It's not the Occluders but it's the Tuning option. I chose a different one, object_light_table instead. Also unrelated, but is there a way to make the lamp be placed on multiple places on a table with multiple slots, for example? Currently, it takes up the whole tile. I'm not really sure what the proper term is I should look for in tutorials.
EDIT: I exported footprint settings from a deco object that does what I was looking for and imported them into my mesh.
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