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Post by Zelrish on Oct 16, 2016 7:39:31 GMT -5
Hi guys, So I am trying to figure out what is wrong on this mesh but cannot exactly so far. The seams from the boots I am working on are becoming visible when I zoom out of the model. In game and also in blender!? It looks like the kind of issue I would have when using an alpha I baked with no margin, so slightly too small. But my alpha on the texture here covers way more than the UV. I purposely did that this way. What I actually think is happenning is that when the layers are getting piled on the mesh, for whatever reason when zooming out, the skin texture starts to become visible at the seams. I just don't get why. It is as if the vertices were slightly spreading from each other when zooming out. Aldo I just tested something and when I don't display the skin texture, I believe I see the white of the alpha (like I overdid it for tests purposes). humm I am starting to wonder if countrary to what I thought I should try an alpha with no margin. Guess I will try to see. EDIT : I really don't get it. I mean, I puposelly make the alpha bigger to apply more of my texture on the 3D model BECAUSE of the seams. The double vertices were removed, the seams are unified in the mesh. But it is still behaving as if not. And btw, the boots are made of scaled up legs. Uv_0 and 1 untouched. EDIT : after more tests it seems as if my texture was schrinking as I zoom out. For example to have it fit normally again after zooming out quite a bit I had to scale down on the x axis my uv_0 map. I don't understand why does this happen.
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Post by Zelrish on Oct 16, 2016 13:50:00 GMT -5
Soo from what I found out it would be a mipmap issue. The scaling from the mip map would cause the problem. But I have no idea how to fix that.
I tried with a mipmap from photoshop or a png and I have the same result.
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Post by Feyona on Oct 16, 2016 16:05:39 GMT -5
Zelrish may be it's a good idea to make them less skin tight and text out in the game? I saw this issue with skintight custom clothes.
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Post by Zelrish on Oct 17, 2016 7:03:32 GMT -5
Well, It doesn't show up on the screenshot cause I left the rigs legs but this happens even when the rig's legs are hidden. It is the skin texture that applies everywhere so also on the shoes that appears in these seams. not the skin from the modeled leg behind. Also I texted in game with a pair of trousers that would remove the groups 0 and 1 from the mesh when used (so no legs) ans the problem remains.
I could still try it tonight but I really believe this is a mipmap issue. But I don't know how to fix it.
I checked this problem with different stages of the boots creation and that issue (when using this texture) always happened.
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Post by inabadromance on Oct 17, 2016 12:57:35 GMT -5
hi! The uv map might be too close to the edges. i would either reduce the uv for each part or make the border of the texture wider. If you share the .blend someone can take a look at it.
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Post by Zelrish on Oct 18, 2016 3:05:42 GMT -5
Like I mentioned in the first post the UV is not too close from the border. I made the texture quite bigger especially because of that.(in some of my tests) When looking at the mesh from close there is no problem. The texture fits perfectly. The seams only become visible when I start zooming out which is like super weird. So here is the . blend I included 3 different textures, one baked with 2px margin, one with 3px margin and one with a big alpha square taking most of the possible space. The bigger one helps limit the issue but it is still present. You just have to zoom out more. What I just noticed (when you open the blend) is that the texture in the uv window is circled by a white circle that has nothing to do there and only appear depending on the lvl of zoom.
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Post by Zelrish on Oct 18, 2016 3:32:43 GMT -5
So I just tested like I found a nice plugin for dds files on Mac OS and If I really make the texture larger it seems to cover most of the problem. I still find this very disturbing. I didn't need to use such a huge margin before and make sure my texture was covering even more :s. I used 2 to 3px margin when baking my alpha and it worked. Maybe I just thought it did.... huuum
Well, at leasts I should be able to create a "fitting" texture and go on with the recolors.
I also just saw part of my uv was still shrunk from a previous test for the top part of the boots for the blend I shared -___- Too many tests left you with some weird stuff sometimes.
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Post by Zelrish on Oct 18, 2016 5:13:11 GMT -5
I found a post on the blender community forum that explains exactly the issue I am having. The thing is it is explained from a blender point of view and the "limitations" or specifications of the 3D viewport. That's all and good but I have this same issue in the game as well.. at least, last time I tested. I understand from the post how to easily fix it in blender but that doesn't tell me how to fix it in The Sims 4 Here is the topic if you are interested and it's the post from Artop. He is the one who pointed out the mipmapping possibly creating this issue. And like the Sims 4 uses mipmapping everywhere I assumed the issue would come from that as well. But what to do? So far I just tried extending the texture to give a lot of margin around the UV. But I don't like it, it feels like trying to patch it up instead of controlling what I am doing :s
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Post by Zelrish on Oct 18, 2016 6:08:58 GMT -5
So, like it seems I enjoy posting tons of what I do. Last update : I managed to fix the problem by extending my alpha channel (and the texture) to the whole space on the texture reserved to the shoes (and of course part of the legs as it is a pair of boots :p. Only one last thing to fix remains I think. The top part of my mesh that I created by extruding it, becomes too shinny when looking from an angle inferior to 20° maybe. When it starts to become only a visible "line" (almost) it starts reflecting a lot of light and appears whitish. The reflected light on those faces created through extrude is just completely different from the other faces. EDIT : of course it is the exact same issue. So over extension of the alpha/texture solves it. So this is the resulting texture with the UV showing. Can someone tell me if this is perfectly normal (I mean, having to expand everything quite larger than the uv_map).
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Post by inabadromance on Oct 18, 2016 15:46:12 GMT -5
hi! I'm super sorry, i must have missed that particular line. But it's not strange, it's always good to have as much space as possible in my opinion to avoid these type of issues. Also, i'm noticing that your UV expands over the "extra space". I would move all those futher more close and out of that space to avoid conflicts with other clothes.
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Post by Zelrish on Oct 19, 2016 2:41:09 GMT -5
Hi Ina, No worries. I am using the space allowed to shoes according to the official Maxis template that Feyona found amongst the Sims 4 files. So yeah, there are some overlapping sometimes with CC but not with official stuff. And it is not that often. I still need to check the overlay of my texture so that the boots texture doesn't end up applied on long dresses.
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Post by inabadromance on Oct 19, 2016 8:07:38 GMT -5
oh! that's different. i've never seen that, the two lasts are so expanded into the extra space. I've seen only a handful pairs do that, most of them just stay under the body only. It's all so random to be honest.
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Post by Zelrish on Oct 19, 2016 8:43:33 GMT -5
I saw another template once that said : extra bottom and extra top for what is also called : extra parts. So I guess that all in all it makes sense :p
But that's true that considering how little space my extra parts are taking I could have put them where the soles are to avoid potential overlapping. But well :p I am too lazy to redo all my textures now ^^
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