|
Post by hyousora on Sept 21, 2019 17:10:11 GMT -5
You have to save the mask as dxt1 with no alpha while you save the specular as dxt5 interpolated alpha. I follow this tutorial and i don't have any problems with specular dds. The reason behind this is because by using dds there is always an alpha that is being exported which isn't needed for the .mask. That causes the pixelation for most cases which is solved when you save it as dxt1 because there is no alpha.
|
|
|
Post by hyousora on Sept 21, 2019 15:11:13 GMT -5
Should I just shrink the sink down then or would it be better to make a custom animation for the sink.
|
|
|
Post by hyousora on Sept 21, 2019 9:28:27 GMT -5
It might just be an issue with the mesh itself, I'm thinking if you take a look at the original mesh it may have the same issue.
|
|
|
Post by hyousora on Sept 21, 2019 8:30:43 GMT -5
no problem
|
|
|
Post by hyousora on Sept 20, 2019 21:00:24 GMT -5
You might have to export the texture again from the original texture and save the texture as a png image. It seems like it was exported as dds which caused the texture to change. I had something similar happened before which I noticed that saving some textures as dds causes some distortion.
|
|
|
Post by hyousora on Sept 20, 2019 20:49:43 GMT -5
Yeah, it was the cut number causing I combined all of the mesh 1 except mesh 1.002(because that was something you wanted to get rid off) together. The s4studio_mesh_1... meshes all shared the same cut number but the studio will only pick the first one. Blend Picture Studio Picture
|
|
|
Post by hyousora on Sept 20, 2019 18:10:23 GMT -5
Can you upload your package and blend file. I think it might be a cut number issue but I'm not 100% sure
|
|
|
Post by hyousora on Sept 20, 2019 12:46:42 GMT -5
The UVs of the inside dress have their texture seem to be off but I don't know what mesh you're using. Link to UV on Texture
|
|
|
Post by hyousora on Sept 18, 2019 12:45:39 GMT -5
Hi I made a sink for the counter top and it works but my problem is with the animation it always look off. Here is my Package and Blend files
|
|
|
Post by hyousora on Sept 7, 2019 19:28:03 GMT -5
I had problems transferring weight for a mattress on 2.79 but not on 2.70. So I thought that it could be that you might need to edge split in 2.70 and save there. I sometimes hop to the main screen back to the project after saving and notice that sometimes the spec changes.
|
|
|
Post by hyousora on Sept 7, 2019 19:19:28 GMT -5
It might be the spec/spec.mask or the version of blender you're using.
|
|
|
Post by hyousora on Sept 7, 2019 18:40:34 GMT -5
I am making an open air shower and it works fine for the most part, but my issue is that it is too large. In blender it is the same size as the shower I was using as a base and in the studio it looks normal as well. Here is the Packaage and Blend *Fixed it*
|
|
|
Post by hyousora on Sept 1, 2019 10:56:28 GMT -5
Does changing the length of the mattress have something to do with the weights changing as well. I also noticed that there is sometimes partial success in weight transfer. I don't know why but creating a new package nor cloning a new mesh seems to work.
|
|
|
Post by hyousora on Aug 31, 2019 20:48:23 GMT -5
*Update* So far everything I do to fix this issue ends up with incorrect weights on the bone assignments and this is after doing weight transfers and trying to use another mattress. I have repeatedly made a new clone to test but it also ends up the same.
|
|
|
Post by hyousora on Aug 25, 2019 14:31:18 GMT -5
Sorry about the late reply but the pillows aren't a problem. I did a test and the pillows made no difference.
|
|