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Post by Silerna on Jul 3, 2024 7:44:02 GMT -5
Hello
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Post by mauvemorn on Jul 5, 2024 13:26:36 GMT -5
Hi. In Blender you are seeing a material. In-game, you are seeing a texture. How material converts to texture depends on how the mesh is unwrapped.
You need to do it properly so that there is no stretching and overlapping. Create a new sphere and look at its uv map, you will see one way in which a sphere can be unwrapped. If you will select 2 edge loops, mark them as seams and re-unwrap, it will work, too. Unrelated, but the mesh is not assigned to the head bone and s4s has been supporting new blender for years, you do not need to use 2.7
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Post by Silerna on Jul 6, 2024 6:25:24 GMT -5
Hi. In Blender you are seeing a material. In-game, you are seeing a texture. How material converts to texture depends on how the mesh is unwrapped.
You need to do it properly so that there is no stretching and overlapping. Create a new sphere and look at its uv map, you will see one way in which a sphere can be unwrapped. If you will select 2 edge loops, mark them as seams and re-unwrap, it will work, too. Unrelated, but the mesh is not assigned to the head bone and s4s has been supporting new blender for years, you do not need to use 2.7 When I create a new sphere and do unwrap , it oddly creates a square. I haven’t figured out yet a baking problem with blender 4.1 causing everything to be black, while the baking is as it should in 2.7. I also tried to split the original sphere in 2, so that I have 2 halves. Mark seam on the edges Unwrap and save. But that didn’t work either. A seamless pattern, removing the current material and add a pattern in photoshop didn’t do much either. oddly when I make pearls, without a wireframe around the sphere. The texture that I add is always good and working well. ’Unrelated, but the mesh is not assigned to the head bone and s4s has been supporting new blender for years, you do not need to use 2.7’ Really? I did not know That! Thanks for telling me 😁I prefer to use a newer version because of all new tools and the layout.
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Post by mauvemorn on Jul 7, 2024 15:15:08 GMT -5
Yes, a square-like uv island that does not overlap with itself. You need two edge loops, which will split the mesh into 4 uv islands. Not the most efficient way but theres not much stretching Pearls have no pattern where you can detect stretching. There must be no uv overlapping for textures to bake properly Heres an example of how to bake in cycles Baking a diffuse texture: - select the painting; - expand the timeline, switch it to Shader editor; - remove the existing material and create a new one; - click on Add, then type in Image texture in the search bar, add this node, but do not plug it anywhere; - click on New and create a new image; - keep this node selected; - switch to Render tab, choose Cycles, choose GPU if available ( if not, leave as it ); - set samples under Render to 500, Light paths to 1; - Expand bake, choose Ambient occlusion, bake; - Image - Save as, import in s4s;
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Post by Silerna on Jul 8, 2024 9:24:31 GMT -5
Yes, a square-like uv island that does not overlap with itself. You need two edge loops, which will split the mesh into 4 uv islands. Not the most efficient way but theres not much stretching Pearls have no pattern where you can detect stretching. There must be no uv overlapping for textures to bake properly Heres an example of how to bake in cycles Baking a diffuse texture: - select the painting; - expand the timeline, switch it to Shader editor; - remove the existing material and create a new one; - click on Add, then type in Image texture in the search bar, add this node, but do not plug it anywhere; - click on New and create a new image; - keep this node selected; - switch to Render tab, choose Cycles, choose GPU if available ( if not, leave as it ); - set samples under Render to 500, Light paths to 1; - Expand bake, choose Ambient occlusion, bake; - Image - Save as, import in s4s; Thank you! Done those steps and splitted the sphere in 4 pieces. Baked a ambient conclusion file, and a glossy one. I really want to use the material texture for the mesh.I don't like using any seamless pattern for this. How do I scale this down without losing the quality? I used the UV map from EA to place the earrings in the right corner. Then made a new vfile of 2048x4096 pixels to bake everything.
The metal looks absolutely great in my opinion. The disco ball? very blurry ,while the texture is very sharp. And the seams are visible 😅
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Post by mauvemorn on Jul 8, 2024 12:52:19 GMT -5
Every pixel can display only one solid color. Small uvs => less pixels to preserve shading => less color variation => worse texture quality => blurry image. Again, metal has no pattern, you cannot see the blurriness well there.
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Post by Silerna on Jul 9, 2024 5:49:22 GMT -5
Every pixel can display only one solid color. Small uvs => less pixels to preserve shading => less color variation => worse texture quality => blurry image. Again, metal has no pattern, you cannot see the blurriness well there. Well I got it working somehow. I have made 1 pearl collar and 2 bracelets with pearls that are exactly as they should be. Without edge seams and such. I unwrapped a whole new sphere again as project from view. And got a oval like shape. Just like my pearl creations have as well. Those 2 are perfectly seamless (perhaps due easier texture) and now I have this : It looks as I want it, except for the lightning. I just eed to adjust that I think.
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Post by mauvemorn on Jul 10, 2024 7:40:03 GMT -5
The difference between these elements lies in the surface, not materials.
The surface of the original sphere had indentations that created a pattern after baking. There was not enough pixels to clearly preserve shadows created by the border around each extruded face . As a result, you got blurry looking squares.
Pearls are smooth, baking their materials does not create a pattern, so there is no pixelation around details that do not exist. On the silver, though, you can clearly see shadows created by rough surface.
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