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Post by heretorock on May 26, 2016 4:54:05 GMT -5
I've created a custom mesh for the game. Everything looks cool with the so-called "finished" creation except when the object is exposed to sunlight. The shadow casted looks completely messily shaped. I have been looking into the problem but unfortunately anything constructive has yet been done.
Any help would be appreciated.
Link to the problematic package:link
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Post by Mathcope on May 26, 2016 12:11:04 GMT -5
Since the shadow lods and the shadow planes are fine, the only thing that comes to my mind is to remove Occluders. You have a tutorial HERE of how to fix every type of shadows. Search for the part that shows how to remove the occluders shadows. It is almost at the end. Make a backup before doing it just in case it doesnt work. As I know the occluders work for inside places but... you lose nothing just trying.
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Post by heretorock on May 26, 2016 21:27:10 GMT -5
Tried to remove occluders shadows as the tutorial teaches. But the problem remains unresolved.
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Post by inabadromance on May 26, 2016 22:20:22 GMT -5
mm i don't understand why you think the shadow is corrupted. I see the shape of the gun. And probably the sun is located right behind the viewer's eye... so.. to me it makes sense. If you let the time go by, how does it change the shadow?
if for some reason you don't want it to cast any shadow, instead of the full mesh on the shadow lods use a diminute plane with 0 cut number. But i don't know how it's going to look once the game gets updated with the new lightning settings without a proper shadow mesh lod.
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Post by heretorock on May 26, 2016 23:54:37 GMT -5
I do think there is a problem. Take a look of this picture, the in-game time is 12:14 when the sunlight is projected normally to the plane. And the shadow casted should look more obviously creepy now.(Note the triangular shadow as well as the missing shadow of the gun stock.)
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Post by j on May 27, 2016 5:16:28 GMT -5
After having a quick look at your .package, I would suggest drastically reducing the shadow mesh in poly. There is absolutely no reason a shadow mesh should be 13k poly. Your regular mesh is 13k, and while that is pretty high as it is, I can understand you wanting the mesh to be detailed. The shadow mesh, however, will always be stretched and distorted, so there is no reason to have the tiny details on it because they'll be lost. I've already said this to another person in the past - nobody is going to be sitting with measuring tape and a ruler making sure your shadow lines up to your object. As long as it's a similar shape, you should be fine.
While I'm here, I'd also suggest reducing your textures in size. Right now your diffuse, bump and specular are all 2048x2048. Your object looks essentially the same with the diffuse sized down to 512x512.
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Post by heretorock on May 27, 2016 10:13:18 GMT -5
I made several custom objects with meshes of both the object and the shadow holding polygon numbers of over 30k, with the aid of older versions of sims 4 studio. All the shadows worked perfectly. That is why i'm wondering if reducing polygon is actually the resolution. Anyway I'll try reducing polygon count as well as texture resolutions to see if miracle happens. thanks
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Post by j on May 27, 2016 12:38:08 GMT -5
It was more of a general suggestion that I give anyone with astronomically high poly items posted here. TS4 is a reasonably low poly game. 13-30k poly shadow meshes are a completele waste and just bloat your object by making it huge in size. For comparison, I made a dress with 55 swatches, it is 5.3 MB in size. You have a gun with 1 swatch that's 6.8 MB in size.
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Post by inabadromance on May 27, 2016 17:20:19 GMT -5
Oddly enough, the shadow still resembles some parts of the gun instead of being completely different. That's why i suggested a diminute plane instead of the actual mesh for the shadow lod.
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Post by heretorock on May 27, 2016 20:23:27 GMT -5
guys you very probably hit the spot. I used a 3rd person model of the gun(the 13k one is for 1st person view, models are ported from a shooter game.). The shadow is correctly projected now. So strange the game could withstand a high-poly shadow(or/and the rendered object) before but now it can't. But anyway I'm so grateful for your help.
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Post by j on May 28, 2016 5:38:57 GMT -5
Most of those 3D model sites host objects averaging anywhere between 10-100 thousand poly, and they're not really suitable for TS4 unless you decimate them down to a reasonable amount of poly. High poly stuff is hard to render, especially for people with weak machines. In theory, yes, someone could use a 50k poly car in their game without issues if everything else on and around their sim is low poly. But it all adds up, a garage with 3 of those, a bunch of 9k poly couches and a 15k poly necklace on your sim wouldn't be a fun time for anyone. If you want as many people to enjoy your CC as possible, you need to keep those with a) crappy specs b) who use A LOT of other CC in conjunction with yours, in mind. So if reducing the poly count of your object is out of the question (let's say you want it to be high poly and won't settle for anything else), you should try to reduce the impact of your object on a person's game some other way. Low poly shadow meshes and smaller texture sizes are two. modthesims.info/wiki.php?title=Game%20Help:Poly%20Countssimlicious.tumblr.com/post/111294795883/polygon-counts-and-sims-ccsaudade-sims4.tumblr.com/post/132470345679/what-is-high-poly-im-new-to-sims-cc-world-and-can
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Post by heretorock on May 28, 2016 7:52:41 GMT -5
I understand what you want to deliver. Actually I don't die for high-poly meshes and high-res textures and am willing to make some custom objects user-friendly in any way. But what restricts my pursuit of this goal is that I'm incapable of modeling and there are often too few low-poly models, acceptable by my own standards, available at any viable source. btw, on having another low-poly model ported to the sims 4 successfully, i can conclude polygon number detemines whether a custom object can work without errors. Also i'm unable to share my work online because there are only few well-known sims mod sites and they all deny materials ported from other games or owners holding copyrights, so accommodation to other players was never one of my concerns when making CCs.
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