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Post by Feyona on Mar 11, 2016 4:06:43 GMT -5
Hello! I faced the problem with importing texture (Jackpot 2.7.0.0). After checking the texture on 2 computers I believe that there is a problem with how it imports in S4S and I don't think that it's the problem with color profiles (I had it in the past and fixed it). But may be I\m wrong. I was saving in DDS format (DXT5) and at some point I got some artifacts that didn't notice before. I used these settings. Here is the picture of zoomed texture on the top and how it looks in S4S on the bottom of the picture. I tried to draw over that area with brush tool, some colors looked good, a combination of dark and light colors gave artifacts. I use Photoshop CC. I decided to check how this file looks on another computer in S4S (Sugar 2.6.1.1). For some reason it's super blurry, I never have seen this quality of preview, but I can see the same artifacts as on the picture above. Here is how it looks in Jackpot 2.7.0.0 (currently I work in this version, it's installed on another computer).
I also tried to save in PNG (different settings), the last one I used Save for web, PNG-24 with transparency. Also I checked how it would look in browser (no artifacts at all). But when I imported the texture I got a few red pixels here and there. It's still a rough texture since I can't continue working on it while I have this problem with artifacts. So I am totally confused what is going on. Is it an issue with texture or a program itself? And also why does the file looked so blurry in Sugar version. Thank you in advance for your time and help! Also here is the texture in PNG format, the one that I was trying to import. images.vfl.ru/ii/1457682971/0acd0ae1/11817450.pngAnd the the file and the same texture in DDS format in ZIP-folder. www.dropbox.com/s/nmezvyox4i2lrj4/Feyona_texture_issue.zip?dl=0
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Post by eviltiptip on Mar 11, 2016 5:57:11 GMT -5
Hello there, your problem is not with the texture, its with the UVs placement. if you only recolor, and you dont want to deal with UVs, you can try and make the shape of your line same shape as ea texture, but if you want it to be exactly like you want you should fix the UVs position. You can take a look at My Tutorial, go to section 3.4, there i show how to fix UVs position with in blender. NOTE: To fix the UVs you will need to create mesh at s4s and not only recolor.
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Post by Feyona on Mar 11, 2016 6:34:16 GMT -5
Hello there, your problem is not with the texture, its with the UVs placement. if you only recolor, and you dont want to deal with UVs, you can try and make the shape of your line same shape as ea texture, but if you want it to be exactly like you want you should fix the UVs position. You can take a look at My Tutorial, go to section 3.4, there i show how to fix UVs position with in blender. NOTE: To fix the UVs you will need to create mesh at s4s and not only recolor. Hello, I checked your tutorial, it's great. But I don't understand how it's a mesh problem if my texture changes color when I import it. I use uvmap that I export from 3D Max, and I use EA maxis mesh which is totally plain, it doesn't have any extruded surface. My question was not about how to lay the texture, I was asking about artifacts on the texture.
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Post by eviltiptip on Mar 11, 2016 9:40:51 GMT -5
Well displaced map cause pixels streech and change it shape and color, the maxis mesh is plane, but ea got there own positions and layer, so it means you have to position things way EA lay out,or it case shape and color change. any hows, im just guessing here, to be sure 100% what is your problem i will need you to post you .package file so i can take a look at it.
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Post by Feyona on Mar 11, 2016 14:50:34 GMT -5
Well displaced map cause pixels streech and change it shape and color, the maxis mesh is plane, but ea got there own positions and layer, so it means you have to position things way EA lay out,or it case shape and color change. any hows, im just guessing here, to be sure 100% what is your problem i will need you to post you .package file so i can take a look at it. I posted the link on the bottom of the page when I wrote a post. There is dds and package file in zip-folder. I did quiet a lot of texturing and some meshing for sims 2. It's 7 years since I didn't work in 3D program so I don't remember that part except how to get uv-texture from file. But I never stopped using Photoshop and never ever faced this problem when I was re-texturing for Sims 2. That's why I'm confused. Thank you in advance for looking into the file. As I understood after doing some research that artifacts may appear in DDS-format due to specificity of this format and its unavoidable in some colors/combination of colors. But what about PNG-24 saved for web?
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Post by eviltiptip on Mar 11, 2016 20:23:29 GMT -5
Well, i was wrong Feyona, it is not the uvs map. color displace only when i use colors in the rage of colors you used, if use darker or stronger colors it ok. i don't understand why it do it. look like something with sort layers/ Hope someone else can figure it out, i want to know why it do it to. orangemittens any chances you know what it is?
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Post by Feyona on Mar 19, 2016 22:14:47 GMT -5
*Sigh* I was hoping to get a help here. Kindly moving this topic up and crossing fingers that somebody can see and help me to resolve the issue with textures...
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Post by brujah on Mar 19, 2016 23:22:17 GMT -5
Just looked into this for you and the only thing I can think of is to create your texture 2048x4096 then scale it down before you save and you can use .png since .dds is has a lossy compression. Both of the images that you shared above have visual artifacts.
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Post by inabadromance on Mar 19, 2016 23:36:01 GMT -5
Yeap, i believe everyone has that.. but you only notice it if you look closely. usually, the previews in s4s look much better than in game for some reason. happens (in my case) with tiny accessories, for example, rings.
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Post by orangemittens on Mar 20, 2016 0:32:05 GMT -5
I think you need to clean up your alpha channel. There is a lot of artifact there: I cloned the same bra you used for this, erased the bra straps, and added some black straps. In Studio they are crisp and clear: There was no change to Studio's model viewer between the Sugar version and the Jackpot version. There was also no change to the image management code. If you import an alpha image that doesn't have a clean alpha you will get a less than optimal result.
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Post by Feyona on Mar 20, 2016 4:12:52 GMT -5
I think you need to clean up your alpha channel. There is a lot of artifact there: I cloned the same bra you used for this, erased the bra straps, and added some black straps. In Studio they are crisp and clear: Everybody thank you for replying. Orangemittens, my PNG has no artifacts, I get them when I save in DDS. I mean that in photoshop picture is blurry when zoomed in but it doesn't look like the one that is shown above, I am talking about original file that was working in, not the exported pic in DDS format. As I believe you posted a picture in DDS-format? Regarding artifacts, I am not sure why do they appear. I don't use "magic wand" for cleaning out the background, I cut pieces (feather 0) of texture, place them on texture and warp them. If I see that textures got blurry I redraw the line and clean the edge with eraser (hardness 100%). When I draw the lines with brush tool using 1 color (light or dark color) I also get crisp results, but when I draw dark and light next to each other I get artifacts. I wrote what settings I use when I save pictures. I tried hundreds different options before posting here. Just looked into this for you and the only thing I can think of is to create your texture 2048x4096 then scale it down before you save and you can use .png since .dds is has a lossy compression. Both of the images that you shared above have visual artifacts. Thank you for advice! I'll try to do this. Yeap, i believe everyone has that.. but you only notice it if you look closely. usually, the previews in s4s look much better than in game for some reason. happens (in my case) with tiny accessories, for example, rings. Oh, I didn't know this. I think I have to start over. I noticed when I started recoloring the strap in brown-black, I got purple artifacts and then I couldn't stop trying to fix the issue. One more thing that I am not grateful in Sims 4 for :(. I am missing Sims 2 where we could create new texture for another subset if needed and didn't have to squeeze a tiny-tiny texture somewhere between UV of the body.
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Post by orangemittens on Mar 20, 2016 9:41:18 GMT -5
I looked at the raw image that you posted and placed a gray background behind it to better reveal the edges. The edge of the bra and straps is not crisp. Instead there are filmy alpha pixels there of varying colors. When these are enlarged as they must be to fit over the model the lack of crispness becomes apparent and makes the edge look blurry. If you clean up the edges you will get a crisp edge. Here is your image where I have cleaned up the edges of the parts indicated by the white arrows. The red arrows indicate the edges as they were in the image you sent. This image was saved as a 32 bit .png and imported into Studio: Also, if you look at the original bra image and superimpose your image on top of it you will see that your image does not lay over the top of the EA image in a one to one way. This means that your image is being placed on parts of the Sim that the original bra was not being placed on. The upshot of that is what Eviltip said...your image does not match the UV map in the same way that EA's does. When an image does not match the UV map distortion can result as is occurring in this case. If you plan to change the image to this degree you should also consider remapping so that your image fits the map that the mesh is using...it currently does not match the map the mesh is using. I think to answer the original question, this is an issue with the texture itself, the map the mesh is using, and the way the game forces creators to map something as large as a top into a fairly small area of a large composite image. In Sims 2 I don't recall that creators were forced to use a specific space on a composite map so there was more freedom to have uncrisp edges and imperfect maps because the problems caused by these flaws wouldn't be made so apparent by enlargement.
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Post by inabadromance on Mar 21, 2016 6:12:27 GMT -5
i came across with this post by saudade. can you check if you have the settings like this?
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Post by Feyona on May 4, 2016 0:15:11 GMT -5
inabadromance just saw your response. Thank you for trying to help, I really appreciate this. I checked what are my default settings and they are the same as in tutorial. So probably it's related to mapping but honestly I am still don't think that it's a mapping problem... I got red artifacts on the edge of lipstick which is not crisp on purpose and when it's saved as PNG, it looks good. When it's imported in S4S it gets red dots under the lip. When I export texture in PNG I see those red dots on the picture. So it's still super frustrating. But actually DDS format worked well for lipstick texture.
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