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Post by kikicoo on Jul 12, 2024 17:26:30 GMT -5
Hello! This is my first time making CC and I'm quite confused. In blender, my mesh and textures/materials look fine, but then I import it into the game and I get these weird shadows. I'm not sure what's causing it or how to fix it. Any help would be appreciated. Here's the link to the image in case the embedded version doesn't work: imgur.com/a/Zr8QyJQ
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Post by mauvemorn on Jul 12, 2024 17:27:45 GMT -5
Hi. You need to make proper shadow lods
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Post by kikicoo on Jul 12, 2024 17:31:02 GMT -5
I followed some tutorials that said to change the Cut value to 0 and then save that blender file and import that as the Shadow LODs, which is what I did. What do I need to do differently?
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Post by mauvemorn on Jul 12, 2024 18:08:45 GMT -5
Restart a package, export the original shadow lod, study it. Yours must be made the same exact way (number of meshgroups, cuts, uv maps, bones, etc). If it won’t solve your problem, clone a plant
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Post by kikicoo on Jul 13, 2024 18:41:13 GMT -5
Ok, I think I've fixed the strange shadows coming through the chair, but the shadow of the original chair that I cloned is still on the ground. There's also strange shiny artifacts (?) on the chair itself and the chair legs are super dark. I think this is an issue with the texture baking, but I'm not sure what exactly the issue is or how to fix it. Here's a new image: imgur.com/a/0oHpjk0
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Post by mauvemorn on Jul 14, 2024 1:47:22 GMT -5
Share your package please
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Post by kikicoo on Jul 17, 2024 6:02:40 GMT -5
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Post by mauvemorn on Jul 17, 2024 7:58:57 GMT -5
The original item, sitLiving_SP45Mtuft, is made of two meshgroups: the chair itself ( cut 1 ) and a shadow underneath ( cut 0 ). Yours must be made the same way. Unrelated issues: 1. if you plan on sharing your item with others, they would need Modern lux kit to use it. It would make sense to do this if you were modifying the original chair, but yours looks nothing like that, so no point 2. The item isnt rigged - find a similar maxis item, clone it, export the blend. In the scene there will be an object, one or two shadows, possibly more objects ( for glass, for example );
- append/import your object, select it, rename uv map to uv_0. This does not happen when you join meshes; - ignore uv_1, objects have the same uv_0 and uv_1 maps;
- in most cases the original object will have one or multiple vertex groups. You need to double-click on it to rename, Ctrl C to copy the name ( usually transformBone ), then create a new vertex group on your mesh, paste the name. If there is only one vertex group, switch to edit mode, select everything with A, and assign the whole mesh to it. This is the part that does not happen when you join meshes; - give the mesh the same cut number;
- you may need to adjust uv_0 if it was not square or rectangular;
- you may also need to vertex paint the mesh if it needs to light up; - you may need to adjust the meshgroups of shadows underneath the object in edit mode; - delete the reference, save
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Post by kikicoo on Jul 17, 2024 20:16:45 GMT -5
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Post by mauvemorn on Jul 18, 2024 3:16:26 GMT -5
The shadows on legs are a part of your diffuse texture. You need to split sharp edges first, then bake textures.
The shadow on the back is just a shading artifact in s4s that can be ignored
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Post by kikicoo on Jul 20, 2024 0:11:33 GMT -5
I'm not sure what that means, I've tried using the edge split modifier, right-clicking and then hitting split, and right-clicking and then hitting edge split. None of those fix the shadow issues on the legs.
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Post by mauvemorn on Jul 20, 2024 4:43:17 GMT -5
The object in you blend file is already split. You are meant to just rebake the texture for legs. Alternatively, you can remove these shadows in a image editing program
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Post by kikicoo on Jul 21, 2024 0:35:23 GMT -5
I'm not sure what you mean by rebake it. I've repeatedly baked the object with no change to the legs. I ended up manually recoloring the texture, but it's not my favorite look and I hate not understanding/finding a solution to a problem. I've now encountered a new problem. When I use my object in game, there are random shiny spots. I'm assuming this is an issue with my normal/specular maps, but whenever I go into the warehouse to import my own normal/specular maps, the images for the original's map doesn't show up and I get a very long error message when I try to import my image. I'm sorry for being such a bother, I've tried troubleshooting on my own and following existing tutorials, but nothing seems to be working. Thank you for being patient with me.
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Post by mauvemorn on Jul 21, 2024 5:30:41 GMT -5
You understood what i meant correctly. In the scene you're rebaking textures, is there anything that can cast shadow on that area? Im unable to recreate this problem in the shared blend A possible cause can be uvs, as you see, they are stretched on the borders and very shrunk in the middle, so a few pixels get the shading from most of the leg For the future, it should be unwrapped something like this: seams where they are the least visible
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