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Post by evanescesims on Oct 21, 2024 11:15:54 GMT -5
hello i made a hat and the textures look fine in blender but when i move it to sims 4 studio and in game theres weird white spots and stuff that make it look off imgur.com/a/pUVx8WQ heres an example
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Post by mauvemorn on Oct 21, 2024 11:56:53 GMT -5
Hi. Textures need to have bigger margins, at least 6 pixels
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Post by evanescesims on Oct 23, 2024 13:21:39 GMT -5
Hi. Textures need to have bigger margins, at least 6 pixels hello. i made the margins 16 pixels and rebaked and yet the textures are coming out with more white lines
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Post by mauvemorn on Oct 23, 2024 13:37:30 GMT -5
Remove all other cc from a sim. If the issue resolves, move uvs further away from the border of the designated area. If no, share your blend and package files.
Also, 16 is too much, this item texture will get onto other cc.
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Post by evanescesims on Oct 23, 2024 13:46:18 GMT -5
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Post by mauvemorn on Oct 23, 2024 14:44:55 GMT -5
The margin is extremely small, which is what is causing this issue. Since your textures are hq mod compatible, you're meant to double the recommended margin of 6 px, so 12. The more seams there is, the more noticeable they will be. They are meat to be placed in places where it makes sense for them to exist on a real-world analog. Split each part of the mesh in the front and the back, then arrange uvs to utilize as much of the available space as possible. If uvs belong to parts that are hidden, you can make them smaller Put uvs of accessories in free spots. In the future, unwrap an object before duplicating it, then all of them will have the same uvs in the same spot, saving you space (unless you want them to have different textures, of course ) Once done, create the floor, bake textures with margin set to 12 pixels
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Post by evanescesims on Oct 23, 2024 16:10:20 GMT -5
The margin is extremely small, which is what is causing this issue. Since your textures are hq mod compatible, you're meant to double the recommended margin of 6 px, so 12. The more seams there is, the more noticeable they will be. They are meat to be placed in places where it makes sense for them to exist on a real-world analog. Split each part of the mesh in the front and the back, then arrange uvs to utilize as much of the available space as possible. If uvs belong to parts that are hidden, you can make them smaller Put uvs of accessories in free spots. In the future, unwrap an object before duplicating it, then all of them will have the same uvs in the same spot, saving you space (unless you want them to have different textures, of course ) Once done, create the floor, bake textures with margin set to 12 pixels OMG thank you so much it worked )
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