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Post by eamarie on Aug 2, 2024 11:50:56 GMT -5
I am making this cylindrical table. I figured it would be easy, it was not. I have done everything that i know to fix this issue, but i am getting really frustrated. The object has this weird light gradient thing that is happening and there is this sharp line where the seam for the uv mapping is. I have split all the vertices that needed to be splitted. I have tried to shade it flat and then smooth and then some flat and i am thiiis close to giving up. I am sure that there is an easy fix (there usually is), but if someone would gently shove me towards it I would be most grateful. Also i am noticing that the gradient is moving up towards the v axis of the uv if that is any clue
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Post by mauvemorn on Aug 2, 2024 12:33:25 GMT -5
Hi. How an object is shaded in blender does not translate to ts4. There everything is shaded as smooth unless split. Change the viewport shading to Solid and Material, add edge split modifier, adjust the angle until shadows disappear, apply. This must be done before baking materials, otherwise shadows bake to texture as you see If wont help, share package and blend files
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Post by mauvemorn on Aug 14, 2024 9:56:25 GMT -5
I only need the package and the blend file you imported in LOD 0, since the naming convention is different, i cannot tell which one is the correct one. All maps are inside the package Currently normal and specular maps are of wrong sizes, make these dimensions a power of 2 (16X16, for example)
Also, the mesh is split in unwanted location, which has me believe the angle in Split modifier was too low. Select everything, Mesh - Merge - By distance, split again only where edges are above 80
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Post by eamarie on Aug 14, 2024 10:01:28 GMT -5
i figured it out. it was because the normal map was in a different format that my other maps. Thanks for your help!
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