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Post by peachyfaerie on Aug 17, 2024 14:17:40 GMT -5
Hey everyone, so I'm trying my hand at clothes again and I'm at the stage where I'm finalizing maps, but I've run into an issue. I followed this tutorial on how to generate a blank specular map (since I don't want any parts of my mesh to be shiny) and loaded into game to see that it's still reflecting quite a lot. I'm not really sure what I did wrong here. Here's a link to my .package file if anyone wants to take a look.
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Post by mauvemorn on Aug 17, 2024 15:35:19 GMT -5
Hi. You just click on Make blank button and s4s creates a proper one. The mask must not be blank or your garment will display specular maps of underlying items. There are problems with other maps, though: - the blank shadow map is of the wrong size, it should be the same as the diffuse one, otherwise the garment wont work with the hq mod; - the shine comes from your normal map because it is too light. Also, i think the alpha channel was somehow incorrectly made ( because it is of solid color ). Check this to see of you missed something How to make a normal map
Convert a standard purple normal map to a TS4-specific one:
- Open the purple normal map;
- New adjustment layer - Color fill;
- Type 848484 in the #: field, hit Ok;
- Click and drag the added layer down, so that it comes first;
- RMB-click on either of them and choose Flatten image to merge;
- Switch to Channels;
- Select the green channel;
- Hover a cursor over the image, press Ctrl A to select everything, then Ctrl C to copy;
- Select the RGB channel again;
- Switch back to Layers;
- Press Ctrl V ( Shift Ctrl V for Photoshop ) to paste the copied channel as a new layer;
- Select it, click on Add Raster mask;
- Hide the pasted layer so that the purple one is fully visible again;
- Switch to Channels again, select the red channel, copy it as you did the green one, switch back to RGB and Layers tab;
- Unhide the hidden layer, select the mask;
- Paste the copied red channel in this mask as you did previously;
- Select the original purple layer, delete it;
- Image - Canvas size;
- Disable Keep aspect ratio;
- Change Height to 1024;
- Change Anchor;
- Click Ok to crop;
- File - Export as - PNG, name it as Shared_Normal_1.
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Post by peachyfaerie on Aug 17, 2024 17:42:10 GMT -5
Hi. You just click on Make blank button and s4s creates a proper one. The mask must not be blank or your garment will display specular maps of underlying items. There are problems with other maps, though: - the blank shadow map is of the wrong size, it should be the same as the diffuse one, otherwise the garment wont work with the hq mod; - the shine comes from your normal map because it is too light. Also, i think the alpha channel was somehow incorrectly made ( because it is of solid color ). Check this to see of you missed something How to make a normal map
Convert a standard purple normal map to a TS4-specific one:
- Open the purple normal map;
- New adjustment layer - Color fill;
- Type 848484 in the #: field, hit Ok;
- Click and drag the added layer down, so that it comes first;
- RMB-click on either of them and choose Flatten image to merge;
- Switch to Channels;
- Select the green channel;
- Hover a cursor over the image, press Ctrl A to select everything, then Ctrl C to copy;
- Select the RGB channel again;
- Switch back to Layers;
- Press Ctrl V ( Shift Ctrl V for Photoshop ) to paste the copied channel as a new layer;
- Select it, click on Add Raster mask;
- Hide the pasted layer so that the purple one is fully visible again;
- Switch to Channels again, select the red channel, copy it as you did the green one, switch back to RGB and Layers tab;
- Unhide the hidden layer, select the mask;
- Paste the copied red channel in this mask as you did previously;
- Select the original purple layer, delete it;
- Image - Canvas size;
- Disable Keep aspect ratio;
- Change Height to 1024;
- Change Anchor;
- Click Ok to crop;
- File - Export as - PNG, name it as Shared_Normal_1.
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Hi there! I guess I must've done something wrong when following instructions on another page to make the normal map. I did what you detailed in your post but it's still coming out a bit reflective. The specular is also blank now. I'm not 100% sure what you mean by it being too light and what I'd do to fix that. An adjustment layer? Here's my updated file. Thank you!
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Post by peachyfaerie on Aug 18, 2024 18:07:09 GMT -5
Bump!
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Post by mauvemorn on Aug 19, 2024 4:54:40 GMT -5
In cas all items have this bluish reflection on them, this is normal. The shared package has no white swatch, so I cant check, but most likely the color is just too bright, use light gray instead of pure white The background color of rgb and alpha must be painted with a neutral gray, which in ts4's book is 848484, in your case it is 949594 and 7f7f7f. This creates a difference in shading between the upper body and the head. Using a uv layout, remove the background and fill it with correct color Unrelated: - theres some texture on the hand and a missing texture on the shoulder - the garment must be vertex painted with 00FF00, not 007F00; - for the future, when you want to add transparency, add a new meshgroup in the warehouse, do not re-purpose existing ones, split for a different purpose. Right now it wont cause problems, so you dont have to fix it; - the denser the topology, the worse the item moves and morphs in-game and the more strain it puts on the game engine. You should make low poly garments and preserve fine details through texture by baking them from high poly to low poly
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Post by peachyfaerie on Aug 19, 2024 6:38:00 GMT -5
In cas all items have this bluish reflection on them, this is normal. The shared package has no white swatch, so I cant check, but most likely the color is just too bright, use light gray instead of pure white The background color of rgb and alpha must be painted with a neutral gray, which in ts4's book is 848484, in your case it is 949594 and 7f7f7f. This creates a difference in shading between the upper body and the head. Using a uv layout, remove the background and fill it with correct color Unrelated: - theres some texture on the hand and a missing texture on the shoulder - the garment must be vertex painted with 00FF00, not 007F00; - for the future, when you want to add transparency, add a new meshgroup in the warehouse, do not re-purpose existing ones, split for a different purpose. Right now it wont cause problems, so you dont have to fix it; - the denser the topology, the worse the item moves and morphs in-game and the more strain it puts on the game engine. You should make low poly garments and preserve fine details through texture by baking them from high poly to low poly Thank you so much for all of your help, it’s sincerely appreciated! I think I’ll definitely start over by remeshing my high poly mesh, in that case. I have a habit of not remeshing them to a low-enough polycount, apparently, haha.
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Post by mauvemorn on Aug 19, 2024 7:24:23 GMT -5
There is no need in re-doing this item, just keep that in mind in the future
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