|
Post by dissia on Jun 29, 2020 13:28:59 GMT -5
hi I created transparent dress and everything looks fine, but when i tested it in game it's showing weird shadows where seams are. I removed doubles, split and merged, tried new mesh but all the time results are the same, I can't repair it in any way. Is this the nature of simglass shader? Or I can repair it?
|
|
|
Post by mauvemorn on Jun 29, 2020 13:44:26 GMT -5
Hi. Please share blend and package files
|
|
|
Post by dissia on Jun 29, 2020 14:24:53 GMT -5
Here is LOD_0 first I made, not double sided or anything just made to work in s4s and game Here is LOD_0 after I made it double sided, decimate... and tried to fix this issue
|
|
|
Post by simmerish20 on Jun 29, 2020 16:36:44 GMT -5
The links don't work, they just go to the login page for Gmail/google. Are your files set to private or some such?
Without actually looking at the mesh file it looks like a Normal issue, which means there's a seam between the mesh. "Remove doubles" is one way to fix it (with variable results), different ways of smoothing to fix the normals is another, basically making the polys/edges realize they're supposed to not see the gap as a gap, instead thinking the mesh is whole (but still seeing the front and back as two separate pieces on the UV-map).
You'll want to fix the normals problem first, then make double-sided, otherwise you're stuck with the same problem on both sides (which can be considerably harder to fix).
|
|
|
Post by dissia on Jun 30, 2020 6:20:54 GMT -5
Sorry for that, last time i posted something on google drive I dont have to change anything and now i needed to allow other to see it Same problem appear when i have no double sided mesh, this first one, removing doubles do not help as i tried, may you know other solution for this, I used all ways to repair I know or found.
|
|
|
Post by simmerish20 on Jun 30, 2020 7:23:29 GMT -5
I'm guessing after you did Decimate, a lot of new holes were made in the mesh, and that's caused normal issues. It's not showing on the mesh beofre the edit, but it is showing on the one after the edit (but only after exporting from S4S, because that's when all the errors show up - they always cleverly hide on the file you work on in Blender). What you want to do is to first do decimate (before making it double-sided), then remove doubles, then make double-sided, and then move on.
Also, there could be some UV_1 problems here, because there are some strange spots in the texture (but I'm not qualified to help you fix that, so maybe someone can take over that particular bit).
|
|
|
Post by mauvemorn on Jun 30, 2020 8:04:11 GMT -5
Hi. uvs are in the space meant for shoes.uv space in MD where the uvs were created is square while TS4 textures are rectangular. When you set the rectangular image as the background, the uvs stretch vertically. You need to bring them back to their original size with S Y 0.5 before placing. The more patterns your garment is split in, the more freedom you will have in placing them. The more free space you have, the bigger the uvs will be. The bigger the uvs, the better the quality of baked textures. My point is, it would be better to split the skirt into more patterns so that you could take up more space. It is not a big deal in this case but something you need to keep in mind in the future. Do not add thickness with Mesh - Faces - Solidify or Extrude, use Solidify modifier and uncheck Fill rim. You do not need side geometry in this case. You also do not need inner geometry in places where it is not seen. However, the mesh will be lighter in those places, so you'd need to adjust the texture's opacity. Use Nearest face interpolated instead of the default option While I am strongly against the use of Decimate modifier, you did the right thing by removing doubles/ exporting as weld before applying it. Otherwise each pattern would have been retopologized individually which would create a gap between them.
And dresses should be vertex painted differently
Vertex paint dictates what variation (skin-tight and robe-like) of deformation maps the painted area will deform according to in CAS during body customization and animation. 00FF00 is for skint-tight areas, 3FFF00 is for any skirt-like area ( skirts, bottom parts of dresses, coats, aprons, etc). Start by choosing 00FF00 and Paint - Set vertex color 1). Disable Limit selection to visible; 2). Holding Ctrl, lasso-select the bottom part of the mesh starting somewhere in the middle of the pelvic bone; 3). Enable sync; 4). Press B and deselect legs; 5). Switch to Vertex paint and enable Face selection masking for painting; 6). Type in 3FFF00; 7). Paint - Set vertex colors; 8). Press A twice to deselect and select everything again, Paint - Smooth vertex colors I am not sure which one of these things is causing the issue but it would makes sense to fix them first
|
|
|
Post by dissia on Jun 30, 2020 9:02:00 GMT -5
Did what you said starting from this first blender file, but i think its even worse :D
|
|
|
Post by mauvemorn on Jun 30, 2020 9:13:29 GMT -5
share the updated file please
Edit: forgot to check maps. Never use Make blank button. It removes the files from the package and disrupts it. Import these instead
|
|
|
Post by dissia on Jun 30, 2020 11:47:28 GMT -5
It's working when I added shadow, normal and spec maps! Thank you! Didn't know that something like this one i replaced exist, just made them blank cause i saw some people do this So easy solution, I feel bad that I didn't know this As you said after solidify without fill rim mesh is little lighter than this one i have before, but I think i like it :D I always do solidify with modifier, but don't know that i should uncheck fill rim. What is more I've got Instant Meshes, so I'll try not to decimate mesh but low polys with this if I can. I tried it once but it makes holes in my mesh, may next time will be better. Thanks again!
|
|
|
Post by simmerish20 on Jun 30, 2020 13:37:30 GMT -5
Decimate often makes a wreck out of meshes (especially if you have one that's already got polys in neat rows - then you're often much better off reducing polys in other ways, for instance manually with edge loops), so if you can, try to avoid it for more control. There are some settings in Decimate that could help, and some that can make the mesh look worse.
|
|
|
Post by mauvemorn on Jun 30, 2020 13:54:39 GMT -5
It's working when I added shadow, normal and spec maps! Thank you! Didn't know that something like this one i replaced exist, just made them blank cause i saw some people do this So easy solution, I feel bad that I didn't know this In the past it was possible but then TS4 developers started introducing new features that depend on these missing files which led to all type of issues. The one you had happens because of missing normal map but it completely escaped my mind because you usually see it on hair and it looks a bit differently ( like, greyish, dull hair ).
While we're at it, do not delete meshgroups and lods either. You want your file to be as close to the original as possible
|
|
|
Post by dissia on Jun 30, 2020 16:19:10 GMT -5
|
|
|
Post by mauvemorn on Jun 30, 2020 16:46:25 GMT -5
No, I checked that ( you can tell what was cloned in the warehouse), i just wanted to say that it applies to other things, not only maps.
|
|