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Post by Deleted on Jun 15, 2024 6:22:38 GMT -5
Hey there!! So I'm a complete beginner, and I decided to make a simple table mirror as my first project. I have a few questions; 1. Why does my mirror look like this? I cloned a base game floor mirror, made it able to sit on surfaces by changing the SlottingBehavior line in the Warehouse tab to 1. At first, I cloned a clutter object with 3 meshgroups, but the mirror wasn't working even if I changed one of the shaders to FlatMirror. So I cloned an actual mirror instead, but it turned out like this. It's reflecting rather strangely. 2. Why is it so shiny? I changed the specular map to a blank one as far as I know... unless I did something wrong? (Side note, is there a tutorial for object specular maps? I keep finding ones for CAS items only.) 3. How do I get rid of these seam lines? I meshed it from scratch in Blender, beveled the corners to make them round. They're not that noticeable unless you zoom in, but it still bothers me. .blend and .package filesAnything else that's wrong with it, please let me know! TIA
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Post by mauvemorn on Jun 15, 2024 6:51:06 GMT -5
Hi. Change shading to solid material, select everything with A in Edit mode and Face - Shade smooth. This is how your mesh is shaded in-game. Shading it as sharp in blender does not translate to ts4, you need to actually split edges you want to be sharp. Deselect everything with Alt A, Select - Select sharp edges. In this case, the default setting will select everything you need. If it wasnt the case, you could adjust the angle or deselect edges manually. Then Mesh - Split - Faces by edges. Now you need to do the same with the mirror itself. As for seams, you need to bake textures with bigger margins so that you see continuation of the texture instead of this brown background. Try fixing these issue first, they will change the shine and maybe the reflection
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Post by Deleted on Jun 16, 2024 5:10:40 GMT -5
Thank you. I fixed the shine and the seams, but this time only the corners are shiny for some reason. As for the reflection, I found a solution from another thread about the MirrorPlaneNormal and MirrorPlaneOffset values but I cannot for the life of me run the Blender script they linked.
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Post by mauvemorn on Jun 16, 2024 12:28:45 GMT -5
Your specular isnt made correctly, so the shine is strong.Clone an item that has a material similar to yours, export the specular, study it, then recreate. They are using old blender while youre working in a new version, the scripting changed. I didnt find an updated version of this script, so you either can get an old version and import your object there or, instead, try this workaround: - select all edges on the front side of your mirror and Delete - Dissolve edges; - in Face select select this face and try these values If this wont work: - enable Face normals; - choose 3d cursor; - In Tools tab change orientation to geometry; - put your cursor where the normal in the middle of the face is; - in View tab, under Rotation, you will see the values
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Post by Deleted on Jun 19, 2024 6:44:27 GMT -5
So I just used an older version to run the script and it works. I finally got the mirror to reflect the right way. For the specular map, I used a wooden table as a reference and made a specular map in .png using your tutorial. Played around with the Curves adjustment until it looked similar to the table. It got rid of the shine, but it introduced another problem: the mirror turns green whenever I zoom out and it even looks that way in the catalog thumbnail. The green only goes away when I hover over it. I'm certain I did the specular correctly, if it's even related to it at all. .package
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Post by mauvemorn on Jun 19, 2024 14:41:52 GMT -5
While the area of the specular where the mirror is unwrapped should be empty, it is not the cause of the problem in a sense that importing a blank one does not fix the issue I recreated the process and everything seems to work fine, without the green tint. I dont know how to intentionally add this effect, but maybe you accidentally changed some other value? Try re-doing everything: - clone mirrorFloorC again; - import your blend files; - import all textures; - change Mirrorpanelnormal to 0,0.13052571,0.99144495 and Mirrorplaneoffset to -0.07325928 for all Model lods
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Post by Deleted on Jun 19, 2024 21:55:13 GMT -5
It worked! Thank you again for your help.
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