|
Post by keirkieran on Feb 19, 2017 15:20:57 GMT -5
I'm working on my first mod with a new mesh. I'm not very knowledgeable with Blender and I think that's causing my problems. My models look fine in Maya, but when I get them into Blender it looks like this. And this is what it looks like in the game. The package is here. Any tips for where I'm going wrong?
|
|
|
Post by inabadromance on Feb 19, 2017 16:32:07 GMT -5
hi! Can you please share the .blend file?
|
|
|
Post by keirkieran on Feb 19, 2017 17:14:35 GMT -5
|
|
|
Post by MisterS on Feb 19, 2017 17:50:39 GMT -5
How are you exporting it out of maya, and are you are applying the texture in maya before you do ?
|
|
|
Post by keirkieran on Feb 19, 2017 18:55:25 GMT -5
I'm exporting it as an obj. And yes, I am setting up all the mapping and applying the texture in Maya.
|
|
|
Post by keirkieran on Feb 19, 2017 22:31:15 GMT -5
As an update, I tried exporting it without any textures applied and deleted everything but the shadow texture from the blend file. It now shows up as all gray in Blender, but in Sims it still has the wonky lighting.
|
|
|
Post by MisterS on Feb 19, 2017 23:43:42 GMT -5
I dont know why its exporting to blender like it is. I export from 3DS Max as fbx and the object will be black like yours if I dont include the texture. All I can do is suggest to try exporting as fbx
Your other issue - for starters both your bump and spec are wrong. In the warehouse there are three DST images. The top one is your texture, the next one is the bump and the third one is the spec. Both your bump and spec are black with no alpha channel. The bump needs to be grey like the original bump (and it needs an alpha) and the spec can stay black but it also needs a black alpha
|
|
|
Post by brujah on Feb 20, 2017 10:33:30 GMT -5
I just created a new material and linked your texture then applied an edge split modifier.
|
|
|
Post by keirkieran on Feb 21, 2017 22:40:27 GMT -5
Okay, good news is I'm getting closer on the spec and bump maps (the lighting makes rational sense, just too shiny). And I got my texture to show up in Blender. I tried the split edge modifier but Blender is hiding the modifier options from me, so all the edges went hard, but without it, all my normals are soft in the game (which is also not helpful). Blender is just aggressively confusing for me, so I think I need to just bite the bullet and find some beginners tuts for this thing. Any program who puts the menu bars on the bottom is out to get you. {Spoiler} {Spoiler}
|
|
|
Post by inabadromance on Feb 21, 2017 23:40:49 GMT -5
"Any program who puts the menu bars on the bottom is out to get you." i'm sorry, but this had me dying :P It's true, blender will get us some way or another haha. On your second picture, you're probably seing the viewport preview wrong. Please click "smooth" shade on the sidebar to see how it will look in game. Once you change that, you need to follow the edge split tutorial in edit mode. (press TAB)
|
|
|
Post by MisterS on Feb 21, 2017 23:45:20 GMT -5
Ive been using 3ds max for years, even done a uni course in it, still when I started playing with the sims I did some basic blender tuts
|
|
|
Post by keirkieran on Feb 22, 2017 0:31:16 GMT -5
inabadromance - Thanks lol. And that is with smooth shade. Or at least I think so. I'm hitting the button at least.
MisterS - Yeah, and I've run into some indie teams using Blender, so it's not like it's not a good thing to learn in general. Probably... *eyes it suspiciously*
I have to admit, when someone asked me for a hatbox, I really thought this was an afternoon project.
|
|