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Post by arisunine on Mar 23, 2020 12:03:23 GMT -5
Okay, I'm sorry if I worded this weirdly but I'm not sure how to explain this. I am new to blender and have been slowly working my way around using it to get what I want with my meshes BUT I'm truly stuck with this one because I have no idea how to even do it. I've seen on places like tumblr where creators have made custom content objects but have somehow baked the lighting from blender onto the object and it shows in game exactly how it was baked ( an example here)? Here's my object that I have done using nodes in blender. I want to keep the shine on the top of the object exactly as I've done it, but I'm at a loss at how to keep it as is because when I bake it in blender it doesn't transfer over to s4s. I'm aware that speculars deal with how you can make things shiny in game BUT I want this kind of gloss affect on the top of my object exactly as how much I've made, which I'm unsure how I can do it with speculars? Please correct me if I'm wrong. I just need help with this because I'm still so new and have been really studying as much as I can but I'm aware that things that look in blender look different in game, so any help would be appreciated!
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Post by mauvemorn on Mar 23, 2020 14:27:19 GMT -5
Hi. Like this
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Post by arisunine on Mar 27, 2020 20:03:00 GMT -5
Hi! I'm so sorry for this super late response! I actually did watch this video once but going back to it I can see it will help me if I just work on it more and not give up so easily as I've done.
But I'm having a problem though with what to do with my s4s mesh_0 when it comes to laying down a plane? This cc object I've already attached to the sims mesh and did the uv mapping for it, so I'm finding that my plane just turns completely black when I'm done doing the baking like he showed. Somehow also my object turned completely black too (yet funny enough did keep the shine I wanted)? Is that how it is supposed to look like? I think I'm kind of confused at what things are supposed to look like since his cube stayed white while my object turned black.
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Post by hephaestion on Mar 28, 2020 3:02:37 GMT -5
arisunine Try using an HDRI. Click on the world tab in nodes click 'use nodes' plug your HDRI into the colour node as an environment texture. I use Blender 2.82 to bake textures, so it could be slightly different if you're using an older version.
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Post by arisunine on Mar 30, 2020 18:59:16 GMT -5
Hello! Thanks so much for your input! I have been playing around with HDRI and that really helped me understand how much blender is able to help me with what I'd like to do. I appreciate your advice. I have been using 1.79(b) for things but I will try to use 2.82 for things like this. I started out with using 2.82 but since s4s only takes a certain series of blender I just kept with a lower grade but 2.82 is really amazing.
I think actually I might end up not making the top look laminated (?)/glossy. I can't seem to figure out how to retain its gloss for some reason? Since I only want it at the top it kept making the whole object glossy. I think I'll just have to study more of blender somehow.
Thanks for your help!
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Post by freeasabird on Mar 30, 2020 20:18:36 GMT -5
You could use a dark grey spec for a high shine.
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Post by arisunine on Mar 31, 2020 17:42:28 GMT -5
Hello! Oh, how exactly would I do that? I've read up on doing speculars but I'm kind of confused how this should look like with doing this. I've been following this tutorial but not sure how to do this with mine.
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Post by freeasabird on Mar 31, 2020 21:16:08 GMT -5
That is a great tut but I do it a bit faster, the result is the same just different approach (I'm lazy) Ok I take the texture, and remove all the colour. I block out parts of the texture I want to be matt and paint them black, I then select the parts of texture I want to be shiny and use a very dark grey but I change the brush effect from normal to multiply. This allows me to see how dark the texture looks while not quite blocking out the details. i might add a couple of coats until I'm sure it's the right colour. It takes a bit of practice to get it right and to make the effect you want but its doesnt take long to master. I always save Specs as a dds file so it will look a ghostly grey when imported into s4s. For a really outrageous shine, like glass then light grey will give that effect. I hope this helped and good luck
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Post by arisunine on Apr 1, 2020 12:09:49 GMT -5
Hm okay I think I kind of understand what you're saying? I my baking image looks like this here, so would I have to make the white background black? I tried to do what the tutorial had given example for and I came up with this here. That did absolutely nothing and s4s rejected it? As in, I got an error message. I really feel so stuck. Also, do you happen to know what this mesh is? I'm having a lot of trouble with my object in game for some reason. I've made a table before and never had this issue. Somehow the top of my object has lines on it? Is that due to the problem with that red mesh? It seems that it has kept the shadow from the original mesh but I've already imported the shadow meshes of the object so I'm not sure why it's still there. I just keep running into problem after problem. I feel so lost.
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Post by freeasabird on Apr 2, 2020 5:18:37 GMT -5
Would you be able to share the package? I suspect that the grid lines are the mesh showing through which means that the spec is maybe too light. The baked image looks ok to me but the picture below looks very different? On the bright side, every time I couldn't get something right while trying to fix it I learnt loads of new stuff
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Post by hephaestion on Apr 2, 2020 7:52:09 GMT -5
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Post by arisunine on Apr 2, 2020 11:23:44 GMT -5
Would you be able to share the package? I suspect that the grid lines are the mesh showing through which means that the spec is maybe too light. The baked image looks ok to me but the picture below looks very different? On the bright side, every time I couldn't get something right while trying to fix it I learnt loads of new stuff Sure! Here it is. Well I had some problems with the poly being too high, so I followed some directions that someone else on here kindly helped me with to lower it. I used the array modifier to do the cylinders on the side. Thanks for the positivity! I really need that right now with this.
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Post by arisunine on Apr 2, 2020 11:24:11 GMT -5
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Post by hephaestion on Apr 2, 2020 13:07:30 GMT -5
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Post by freeasabird on Apr 2, 2020 14:05:08 GMT -5
Hi, thanks hephaestion for the info, when I looked at the mesh I would have been baffled by those lines I had a look at the table you cloned and found that second picture in red is a second spec. They do this sometimes add another spec to make an object shine or have a metallic effect, but this time I can't see what it does. The little table is wood, a dark grey spec should provide a little shine without the need for a back up. I could be wrong of course. Meanwhile (back at the ranch) I made a spec for your table that should give just the top a bit of a shine, its 256x256 but it will still work. If it doesn't just adjust the dark/light until you like what you see. If it was me I would use it in the place of both specs to see if worked, if it didn't I would replace first one, then the other with a plain black until I figured which one has the greater effect. Spec To TryI know how it feels to stuck on an object I have invented several new swear words while making objects.
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