|
Post by TyrAVB on Jan 18, 2021 7:12:55 GMT -5
I am not sure that I understand how shading works, more specifically how or does shading translates from Blender to S4S to game. Why I ask is I create object in Blender, I define which faces are shaded smooth and which flat. I save Blender file, I import it in S4S and when I export that imported mesh as a new Blender file and open that exported file in Blender, now all faces are shaded smooth, those that were marked for flat shading are shaded smooth just as those there were marked smooth to begin with. In original Blender file Auto Smooth was not ticked. How do I translate smooth and flat shading from Blender to S4S/game?
|
|
|
Post by mauvemorn on Jan 18, 2021 7:33:31 GMT -5
Hi. The shading inside Blender does not translate to s4s and TS4 at all. The game shaded everything as smooth. However, there are two ways of telling it to shade something as sharp: to split uvs or to split the mesh. The Sims 4 shades everything as smooth, sharp edges included unless they are split. If they are not split, this dark shadow along the edge loop appears. During import in s4s, the mesh is split along uv island borders which is enough to remove these shadows, unless the angle is low ( like, below 90 degrees, maybe a bit more). The first pic is how S4S and TS4 shade edges when the mesh is split The second pic is how S4S and TS4 shade edges when only the uvs are split but not the mesh The solution is very simple: - select one edge marked as sharp ( the blue one ); - Select - Select similar - Sharpness; - Mesh - Edges - Edge split
|
|
|
Post by TyrAVB on Jan 18, 2021 7:39:45 GMT -5
Thanks, that's a great help
|
|