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Olooriel

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About Olooriel

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  1. I meant that I had set all the colour variations to white, and that _did_ make the whole model brighter than my original texture (as you'd expect it would), and while that wasn't the isse with the low poly texture, after adding a black colour mask at least the high poly looks better (should have thought of that one myself). What exactly is broken about the colour variations, they worked as I'd expect them to in all my tests so far, both with and without a colourmap? Thanks for the links btw., I'll have to check them out before I end up trying to fix something that's not gonna be working atm. anyway...
  2. I doubt that's the problem with the colour change on the lod texture, since the colourmap didn't affect that one anyway, but it definitely made it easier to adjust the high poly the way I want it. Without the white overlay it is slightly darker, but still nowhere near as dark as the lod, and it did not change the saturation... I now ended up with a little fully reflective crystal building without changing anything about the lod, so that's definitely weird... unfortunately I can't really get away with no lod on this one, I got a jumble of jagged faces pointing skyward instead of the roof side with the little chimney... I guess I have to paint a diffuse texture for the lod after all then... the rest of the textures shouldn't be an issue, c and s can be full black anyway, tiny reflective windows wouldn't be too noticeable on that zoom level...
  3. I'm still stuck on this, I guess I'm just too stupid for Blender *sigh*. I managed to dig up that script, and following the first video leaves me with my model looking pretty much the way I want it to, which is something like this: But I still don't have this as one UV map, it's still all a bunch of materials. If I try to UV unwrap the model now, I lose all of the arranging and scaling I've done with that script before. And if I don't, textures will go on top of one another, so it can't bake. What am I missing? It's frustrating to see my desired result like this and yet not be able to get to it. And I don't even understand the process well enough to put my problem into words without feeling like my mother when she hit the wrong button in ms word and "everything is gone" *hidesinshame* Watch the second video I linked to above. In it, the individual materials are baked into a single UV texture. That UV texture is used to create the diffuse, specular, normal and alpha that will be imported into CSKY. Essentially, you create a 2nd, blank, UV map, project the faces onto it (using lightmap or smart unwrap) then bake the material textures to it and save. Once you're happy with the resulting image, you can add a new material that's linked to the texture map you just created. Delete the old UV map, all the other materials, set your rotation and scale, then export to FBX. It sounds like a lot of work, but once you've watched the second video it should all make sense. I did my latest building this way and it's saved me a lot of time. One tip: save a copy of the blender file just before you start this process because once you've deleted the original UV map and other materials, you're stuck with what you have. Good luck! I used this method too, yes it's fast, yes it seems easy, but it only produces average results at best. If you have two walls made out of the identical material and smart UV project it, you'll have duplicates and essentially half the resolution. It also produces quite bad aliasing, and downsampling blurs out stuff. Now I've cjanged to manually unwrapping my models and stacking all the parts made out of the same material.Then I export it to photoshop to texture it. In the album below I used my textures made in photoshop, UV unwrapped the model using Smart UV project and baked it to a texture with the same resolution. The difference is huge, even though there's still a lot of space left on the manual unwrap. https://imgur.com/a/ZEqsl At this stage, it's a major step ahead that I actually managed to get a single UV texture of this building made at all, it only took me about a month... - I can worry about the quality later. I have no idea how to manually unwrap it better than the smart UV does it automatically - until now, I have done a smart UV project, saved the layout and then painted the texture on that in Photoshop, and if I ever get even an average result with that process, it's a minor miracle. So I'm glad to have found a process that works at all, I have managed to get the building done with a diffuse texture, normal map and specular map, and it looks decent I think, so thanks for the tips everyone! I have a question about the low poly though, the model I made works well enough, but the texture changes colour quite noticably, is there a way to avoid this? I tried both the automatically baked one that the game creates (which looks ok apart from being dark and oversaturated) and making my own, which looks worse overall, but has exactly the same issues with oversaturation and dark values, even though the textures I used are exactly the same as the high poly version (and even desaturating it further shows no effect whatsoever). The colour variation overlays also seem to not affect the low poly? This is what my model currently looks like in the zoom steps before and after switching to the low poly, with no (white) colour overlay (this being the automatic low poly texture):
  4. I'm still stuck on this, I guess I'm just too stupid for Blender *sigh*. I managed to dig up that script, and following the first video leaves me with my model looking pretty much the way I want it to, which is something like this: But I still don't have this as one UV map, it's still all a bunch of materials. If I try to UV unwrap the model now, I lose all of the arranging and scaling I've done with that script before. And if I don't, textures will go on top of one another, so it can't bake. What am I missing? It's frustrating to see my desired result like this and yet not be able to get to it. And I don't even understand the process well enough to put my problem into words without feeling like my mother when she hit the wrong button in ms word and "everything is gone" *hidesinshame*
  5. Thank you, this looks like exactly what I was hoping would exist somewhere!
  6. @Budelbert Calypso Powers of 2 was indeed the problem, thank you very much! @CityOfTokyo I did start with .png actually, then tried different formats when that didn't work... both appear to be accepted formats, and I didn't care about the image quality in this one, as it was just a first test run. I started texturing a more complex model and ran into problems trying to figure out the UV map. Does anyone know any good tutorials on doing this stuff in Blender? I find it hard to figure out which face is which, and even when I do, some of them are stretched, so I can't just apply a brick texture evenly in Photoshop... but I also don't know how much it has been stretched, or how to tell it to _not_ stretch an important face, if that is possible?
  7. Hi! I'm also completely new to this, and I have a slightly different problem... I have made a pretty basic house with a diffuse texture in Blender, just to test how everything works before I try anything more involved. The model file is named testhouse.fbx, and the texture file is named testhouse_d.jpg. When I select the model to import it, the texture shows up correctly: But when I move on to the asset editor, it looks like this: It's probably something really basic that I don't know as a beginner, but I have no idea where to start... is there a specific layout for the UV map that I have to use, or a specific size/resolution?
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