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Post by kylehugs on Oct 7, 2024 17:49:14 GMT -5
i am having these patches show up on my cc mod everything is fine till its in the sims 4, he should be white but getting these grey patches i have no idea why? here is image link ibb.co/KjyBXgk
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Post by mauvemorn on Oct 8, 2024 6:10:53 GMT -5
Hi. We would need to see the package and the blend. Try to delete the secind uv map if you have it and duplicate the first one
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Post by kylehugs on Oct 8, 2024 15:12:43 GMT -5
how do i upload the files ?
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Post by mauvemorn on Oct 8, 2024 16:12:20 GMT -5
Go to mediafire.com, click on upload files, choose .package and .blend files, then paste links here
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Post by kylehugs on Oct 9, 2024 7:13:08 GMT -5
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Post by kylehugs on Oct 9, 2024 7:14:13 GMT -5
ive got a new Item not the same as screenshot but same issue, theres grey patches over the CC, i cant figure out how to remove it
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Post by mauvemorn on Oct 9, 2024 8:06:41 GMT -5
You need to export original resources and study them before replacing. TS4 normal or specular maps dont look they way they currently do in your package. How to make a normal map
Convert a standard purple normal map to a TS4-specific one:
- Open the purple normal map;
- New adjustment layer - Color fill;
- Type 848484 in the #: field, hit Ok;
- Click and drag the added layer down, so that it comes first;
- RMB-click on either of them and choose Flatten image to merge;
- Switch to Channels;
- Select the green channel;
- Hover a cursor over the image, press Ctrl A to select everything, then Ctrl C to copy;
- Select the RGB channel again;
- Switch back to Layers;
- Press Ctrl V ( Shift Ctrl V for Photoshop ) to paste the copied channel as a new layer;
- Select it, click on Add Raster mask;
- Hide the pasted layer so that the purple one is fully visible again;
- Switch to Channels again, select the red channel, copy it as you did the green one, switch back to RGB and Layers tab;
- Unhide the hidden layer, select the mask;
- Paste the copied red channel in this mask as you did previously;
- Select the original purple layer, delete it;
Image - Canvas size;
Disable Keep aspect ratio;
Change Height to 1024;Change Anchor;Click Ok to crop;- File - Export as - PNG, name it as Shared_Normal_1.
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How to make a specular map
Make Shared_Specular_1.png first:
- Open a desaturated version of your diffuse in Photopea;
Image - Image size, change width to 512, the height will be changed automatically, click Ok;
- Ctrl-click on the Layer thumbnail to select everything this layer contains;
- Press Ctrl C to copy;
- Without deselecting, add a new Color fill layer, paste 005d00 into the hex code field, click Ok;
- Alt-click on the mask to switch to it, press Ctrl V to paste;
- Edit - Adjustments - Layers;
- Adjust the levels to make the image much darker until it looks somewhat like in the picture;
- Click on the layer thumbnail to exit the mask window;
- Hide the original texture;
- The result will look almost invisible, this is how it should be;
- File - Export as - PNG, name it as Shared_Specular_1. Do not close the file;
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And again, the mesh isnt adapted the way it should be - find a similar maxis item, clone it, export the blend. In the scene there will be an object, one or two shadows, possibly more objects ( for glass, for example );
- append/import/make your object, select it, rename uv map to uv_0. This does not happen when you join meshes; - objects have the same uv_0 and uv_1 maps;
- in most cases the original object will have one or multiple vertex groups. You need to double-click on it to rename, Ctrl C to copy the name ( usually transformBone ), then create a new vertex group on your mesh, paste the name. If there is only one vertex group, switch to edit mode, select everything with A, and assign the whole mesh to it. This is the part that does not happen when you join meshes; - give the mesh the same cut number;
- you may need to adjust uv_0 if it was not square or rectangular;
- you may also need to vertex paint the mesh if it needs to light up; - you may need to adjust the meshgroups of shadow underneath the object in edit mode; - delete the reference, save
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