Hello All, So.. I have run into another question (of course). I tried to see if someone else may have had this problem but I didn't find any mentions on the forum (if I missed it point me in that direction) but I can't possibly be the only person to have experienced this.
So, I made a mirror. I did not touch the mirror portion (left it same size as original). Looks good in Blender, looks good in Studio, but in game it has a weird blotch
It already had its own alpha & spec, but I tried changing it to blank ones (from these forums). Still showed up. So I thought maybe it was the item I was cloning from, and so I tried a different base mesh and this time I get something a little different:
Huh, it looks like there is a normal map or something (but I put in the blank one & blank spectacular too).
Is there some special mirror file I'm missing? I saw something mention "smoothing out the alpha" - is that what is causing it?
What is the "blotch" you're referring to? The dark spot on the left side of the frame?
I'm looking at your 1st mirror version, and there are a few issues with your textures. Your bump map is actually 256x255, so you're 1 pixel off on the width there. Also, if you're going for a "blank" specular (or bump map), there's no reason to make it large, an 8x8 square would suffice, since it won't be adding any detail to your object, thus a large image would just unnecessarily increase your .package in size.
Your frame is also slightly larger than the mirror size, which is why you can see the white line on the top and on the right.
With a correctly sized bump map (and a smaller specular) I did not observe the dark spot on your frame, but I did find weird shadowing on it. Removing doubles and then splitting edges on sharp edges seems to have fixed that.
I've increased the mirror portion in size to remove the gap, you've got working blank spec and bump and the fixed mesh too. I also edited your shadow LOD (because I originally thought it was the cause of the shadowing on the frame). The new shadow LOD is much simpler in terms of the mesh and it has no gaps. You're free to use this .package, or you can examine the changes and replicate them yourself, it's up to you.
Have you been helped by the S4S team? Consider making a small note of thanks, linking back to the site, when uploading your creation.
You're welcome, and I'd say it's "better", but that's up for interpretation.
Shadow meshes are for when an object is placed outdoors. Half of the stuff people create isn't really for outdoors to begin with, plus sun/moon shadows are generally super stretched and distorted to boot. Nobody is going to be sitting there with a ruler and measuring tape trying to make sure your shadow mesh matches all the parameters of your regular mesh, so as long as it has the same shape, you're good. There is absolutely no reason to have a detailed shadow LOD.
Take the shadow LOD I gave you - I replaced the front of your mirror with 1 single square plane instead of the numerous planes that originally made the frame + mirror itself. I also removed the 2 thin strips of wood from the frame and just left the shelf, because those strips would barely register on the shadow. What you ended up with is a much simpler shadow mesh that still fits your mirror perfectly, and it slashed the poly count.
Of course if you're feeling lazy and you can't be bothered with editing the shadow mesh, you can just use your regular mesh, there's nothing wrong with the "easy" solution and I myself have done that in the past. So like I said, it's up for the person and what they want to do with their project.
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