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- Pattern showing faint on shiny chair!
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- Pattern showing faint on shiny chair!
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When I use the design tool the pattern looks very faint ( pic 1 )
but when the design tool hovers over the chair the pattern looks like it should. ( pic 2 )
Any ideas anyone please?
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White I believe would've been too much and a black alpha wouldn't make it shiny.
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OM, if you can tell me which file to edit, is it in the specular?
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Also pay attention to the colour of your rgb channels in the specular. Are they also grey?
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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I believe the alpha in the specular is the correct thing to edit. Your pattern is looking faint for a completely realistic reason - light reflected from it, giving you "glare". You know if your monitor screen has a light reflected in it, you can't see the image on your monitor so well. Also pay attention to the colour of your rgb channels in the specular. Are they also grey? |
The colour of my RGB channels are white and the alpha channel is light grey.
I see where I can change the value of the shine, thank you for that info.
I will try a black alpha and change the shine value, hopefully then the pattern shows up properly.
OM, thank you so much, I appreciate every ones help.
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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Dee, I hope that works for you...if not I would try doing what Inge said. I just wish I knew how to do it...lol.
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I'll try what you said Inge, thank you.
OM, I just make a black alpha in Photo Shop then fill it with grey.
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If that's the case, I still think that just picking an EA number that looks good on their objects in-game should be an easy way of achieving the same outcome. It's all in what seems easiest to you...trial and error with the grey of your specular alpha, or editing the mtlsrcs with a known value from an EA item. To me, editing the mtlsrcs is easier than tinkering with greyscale on an alpha but others may find the opposite to be true.
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Or do I need to change the value and the alpha channel or just one of them?
Reason I need to be sure is...the workshop got one drawback, once I get the file into the game to check and then need to re-import into the workshop to change something, it won't accept any changes.
That means I've to start from the beginning...I still have my mesh and all the maps, but it is annoying.
The shine does not show in the pre-view of the workshop properly.
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Is it possible to make a copy of your work before the final step of putting the object into the game to check it? If so, that's what I would do. I would copy the work as far as it could be copied. Then I would put a black specular and change the shine number to somewhere around 22 or 23 and look at that in the game. If I didn't like it I would make another copy of the work I had copied before and tinker a bit more to see how it came out.
I'm not understanding the part where you say you can't re-import. Can't you just overwrite your package, or whatever they wanna call it over there, like how you can do with the tool set from this site? If that's the way their tool operates I can understand why you don't want to have to try things out that might not look the best...it would be aggravating. And if that's how their tool works I'd call that stupid except, of course, that would be rude.
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Its either one or the other.(depth or reflection)
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HL, I feel so stupid I didn't know that, thank you.
Base, thanks for your input.
I'll let you guys know how it comes out, thanks everyone.
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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I'm not sure how to apply the method I use to get the results you're talking about. I just really need to set aside some time and learn all about alphas once and for all I guess...I'm really alpha deficient. The main problem is that I've never been able to find a good (read idiot-proof) tutorial on how to create alphas with PSP or Paint.NET. I've seen one tutorial on alphas using PSP but I just cannot get my head around it.
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I've tried different alphas in the specular: all black and the Phong value set at 23 gives me hardly any shine.
A dark grey alpha improves the shine, a medium grey improves it further but not enough to look metallic.
So now I've a 40% grey alpha and the Phong value set as the default of 20.
I think it looks slightly better, sorry forgot to take pic's.
Thanks you, I appreciate all the help you've given me.
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I guess when it comes down to it the issue with EA games, and maybe all computer games (I don't know), is that when it comes to shiny there is generally a trade-off between shine and richness/depth of color. It seems the way EA makes a shine is by making things look like they have no color depth. In Sims 2 you could accomodate this by really maximizing the zing on your pattern png.
In Sims 3, with an all-black alpha and a shine of 23 items look too washed out for me to even consider wanting them. Adding more of EA's "shine" would make it even worse IMO. To me the richness of the texture and color matters far more than shine. That's true in this game, which robs me of control over the texture, just as it was in Sims 2 where I could really pump up the texture color to accomodate for taking away the shine. I just don't like wishy-washy texture.
But that's a subjective kinda thing. I just wish we had more control over the volume (if you will) of the color in the patterns that are applied to our objects. I don't like having to make the compromise between having a rich color and a glossy color if you know what I mean.
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I've to choose between one or the other and I'm undecided.
I saw this dining set in a magazine and it looked all shiny, a bit like lacquer but turned out more metallic and I liked the look.
It looks just fine if you only use plain colours, but once you start applying patterns...well it does look washed out.
So I'm undecided what to do, carry on or throw it out.
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And as for your object, I'd say if you think it looks great with solid colors then share it and provide the caveat that it looks great with solid colors and not so much with other kinds of patterns. Certainly, there are people who are gonna be wanting a metallic sheen on some items and are gonna be willing to stick with metal patterns for those items. I know I would.
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