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Post by fifthace2007 on Aug 31, 2016 1:10:12 GMT -5
Thanks for this, I will give it a try shortly.
After I posted last night though, I tried a few other things and now I am still doubting my mesh as well as my maps.
My normal maps seems to work perfectly on an EA mesh, but not my own. And an EA map seems to work fine on my own mesh. None of this is making any sense at all...
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Post by fifthace2007 on Aug 31, 2016 2:22:07 GMT -5
Hi again (Sorry for the double post). I've tried your idea, interesting way of making a normal map I must admit...and so far the only one that has even come close to working correctly. I've tried a few different things, and as you can see from the screenshot, vastly different results. The one thing I do notice is the normals aren't consistant all the way round. The top section of my screenshot those "lines" should be the same all the way round, but on the fronts only the highlight shows and on the side it seems to change 3/4 across that plane... If someone has time, could they take a look at everything, help me understand what the problem is and how to fix it/avoid it in the future? I still say there is an issue with the mesh, although I don't know anyway to check that conclusively... PackagePSDPlease excuse the state of things, this is a troubleshooting excercise now... Thanks in advance
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Post by MisterS on Aug 31, 2016 2:57:26 GMT -5
Methinks it could be your textures, they are huge, both in dimension and file size
2048x2048 and 5mb. You multiply that by three for the spec and bump as well, thats 15mb
An EA counter is 1024x1024 and 682kb
One of my kitchen textures come in at 1.3mb but they are only 1024x1024
I honestly do not know how the game handles textures over that size as its the biggest one Ive seen in the objects.
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Post by fifthace2007 on Aug 31, 2016 3:22:15 GMT -5
Ahh yes, it's a bad habit I have got into. 99% of what I make is for my own personal use and my PC is more than capeable of handling the larger packages sizes...but maybe it does make a difference. I did check, and reduced my images to 1024x1024, re-made my normal map the standard way (nvidia filter > R to A, G to R & B, etc) Still get a very similar result: Those lines should be consistant all the way around, but they aren't. The show up fine on one place, but not the other, and partly on the front...
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Post by fifthace2007 on Aug 31, 2016 3:35:06 GMT -5
This is why it's not making sense to me, and I am struggling to find out where the problem actually is... If I apply my normal and specular maps to an EA object/mesh, they work perfectly. If I apply an EA normal map and my specular map to my OWN object/mesh, it works perfectly. If I apply my normal and specular maps, (the same one applied to the EA object/mesh), to my OWN object/mesh, it breaks.
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Post by fifthace2007 on Aug 31, 2016 6:12:33 GMT -5
I think the issue is with my mesh :( I made a quick simple cube in blender and roughly mapped it to the texture. I then added that new mesh to my package, and added my mesh to another identical one. All the textures/normal/speculars are the same and, well, you can see for yourself...
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Post by MisterS on Aug 31, 2016 16:53:42 GMT -5
Try recloning it over another bench and see what happens
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Post by fifthace2007 on Sept 1, 2016 2:27:03 GMT -5
I've tried. I've ruled out a broken package, anything to do with the images...the only thing left is the mesh itself, the above shows that.
So I need to try and remember how to use 3DS and mesh in that instead. I have no doubts its a combination of the modeler I use and Blender...but the blame lays firmly at the modeler I use.
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Post by MisterS on Sept 1, 2016 8:46:49 GMT -5
Yeah Im at a loss. I use 3ds max and have made a few kitchens and have not had an issue. Im one of those ppl where a lot of things that work, just seem to work and I can't explain why it doesn't for someone else
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Post by fifthace2007 on Sept 1, 2016 8:52:45 GMT -5
I think it possibly stems from the fact that I use quite an old and, to be honest, basic and not very good 3D editor. It's highly unstable and is prone to crashing a LOT. I use it because it is very simple and easy to use, I can rattle off a new kitchen unit on that in less than 30 mins. I would then export as an .obj, and do the uv mapping/regrouping/align normals etc in Milkshape.
That said, its the same thing I have always used and I've never had an issue with a mesh until I started using Blender and Studio. Not saying they are at fault of course, but I figure there is something that Blender doesn't like about a mesh made this way. I figure I need to try and re-learn how to use Max.
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Post by MisterS on Sept 1, 2016 9:09:52 GMT -5
I mesh and UV map in max, I only use blender as a go between. I only learned some basic blender controls for that purpose. I always export and import using FBX, the only issue is blender ignores max's smoothing groups for some reason. Im not a fan of blender.
There are 2 or 3 other users that I know of who use max so dont be afraid to ask questions if you go down that path.
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Post by fifthace2007 on Sept 1, 2016 10:33:24 GMT -5
Thanks. I've heard elsewhere Blender apparently has some issues with obj files too, which maybe where my problem lays. Shame S4S doesn't accept .obj as a method of import as well, would give people a choice over what modeler they use.
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