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Post by Kaizoku-Gal on Sept 9, 2017 11:56:16 GMT -5
Hi! Can someone help me with this? I'm trying to convert a cloth mesh from another game and I'm having problems with how it deforms with morphs and some small shadow issue. I've followed several tutorials here to create a uv_1 map and transfer the weights from a similar vanilla mesh, but it doesn't work right. Some parts of the body clip through the clothes and I don't know what I'm doing wrong.
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Post by jwofles on Sept 12, 2017 15:47:57 GMT -5
For the skin clipping through, you can try subdividing the mesh you're transferring from before you transfer weights as this helped me with a similar issue before but I'm not 100% sure. And for the weird lighting/shadows on the bra part, have you tried selecting the vertices on the edge and using 'edge split' (in blender, press space the type edge split)?
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Post by Kaizoku-Gal on Sept 12, 2017 20:17:03 GMT -5
What do you mean by subdividing? Sorry, this is the first time I do this and there's a lot of things that I don't know yet. Weight transfer gives me a lot of problems. I'm also trying to convert a moustache and it gets distorted no matter the transfer method I use ot he mesh I use as reference. As for edge split I already tried that but the result is the same :(
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Post by jwofles on Sept 13, 2017 3:38:51 GMT -5
What do you mean by subdividing? Sorry, this is the first time I do this and there's a lot of things that I don't know yet. Weight transfer gives me a lot of problems. I'm also trying to convert a moustache and it gets distorted no matter the transfer method I use ot he mesh I use as reference. As for edge split I already tried that but the result is the same :( When you weight transfer, take the EA mesh and then go to modifiers and add a subdivide surface modifier which will smoothen that mesh, then do your weight transfer. It should make the weights more smooth.
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Post by Kaizoku-Gal on Sept 14, 2017 1:11:00 GMT -5
What do you mean by subdividing? Sorry, this is the first time I do this and there's a lot of things that I don't know yet. Weight transfer gives me a lot of problems. I'm also trying to convert a moustache and it gets distorted no matter the transfer method I use ot he mesh I use as reference. As for edge split I already tried that but the result is the same :( When you weight transfer, take the EA mesh and then go to modifiers and add a subdivide surface modifier which will smoothen that mesh, then do your weight transfer. It should make the weights more smooth. Ok, I've tried that and the clipping has been reduced a bit but now it does this
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Post by Feyona on Sept 14, 2017 1:51:45 GMT -5
When you transfer weights to the mesh that has been previously weighted you need to delete ALL vertex groups before doing weight transfer again. Another thing is that you need to use a mesh with the same amounts of bones as in EA's mesh that you cloned .package from. This may cause weird spikes.
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Post by Kaizoku-Gal on Sept 15, 2017 18:18:40 GMT -5
When you transfer weights to the mesh that has been previously weighted you need to delete ALL vertex groups before doing weight transfer again. Another thing is that you need to use a mesh with the same amounts of bones as in EA's mesh that you cloned .package from. This may cause weird spikes. That's what I did. I transfered the weights from the same EA mesh I cloned. I'll try again just in case I made some misstake in the process.
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Post by inabadromance on Sept 15, 2017 18:36:33 GMT -5
Hi! Please share the updated blend in case you're still having issues after re doing the weights.
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Post by Kaizoku-Gal on Sept 15, 2017 18:52:25 GMT -5
Hi! Please share the updated blend in case you're still having issues after re doing the weights. Here it isAnd this is how it looks: At least it doesn't float anymore
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Post by inabadromance on Sept 15, 2017 19:04:59 GMT -5
You have extra bones that are at 0 when the game can only read up to 4 bones per vertice. If you're not using 2.70 then you should follow the clean step in the weight transfer tutorial.
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Post by Kaizoku-Gal on Sept 16, 2017 0:47:45 GMT -5
Fixed :D Thank you so much everyone! It still has some minor clipping on extreme body shapes, but nothing too noticeable. I'll keep fiddling with it and see if I'm able to reduce it more. As for the weird lightning/shadows edge split does nothing. Is there any othere thing that could be causing them?
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Post by brujah on Sept 16, 2017 2:19:44 GMT -5
The shadows could be related to the shadow, bump, or specular texture and where the UV is mapped. Share the .package you are working with and we can help you further.
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Post by Kaizoku-Gal on Sept 16, 2017 13:30:49 GMT -5
The shadows could be related to the shadow, bump, or specular texture and where the UV is mapped. Share the .package you are working with and we can help you further. .package and updated .blend
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Post by inabadromance on Sept 16, 2017 18:50:29 GMT -5
The edges of the UV and the edges where the texture ends are too close. You have to leave extra texture around the UV to avoid bleeding. I suggest at least a 5 pixel wide border. EDIT: I'm also seeing overlapping geometry on the breasts part. In vertex mode (with limit selection deselected and the camera view to the lowest amount - both marked in screenshot), keep ALT pressed and right click an edge. This will select all the border. If you do this twice you'll see that two different borders get selected meaning there's twice.. probably making that light issue you're having. Delete one from both sides. Remember to keep back up of previous versions of your blend.
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Post by Kaizoku-Gal on Sept 16, 2017 23:12:37 GMT -5
The edges of the UV and the edges where the texture ends are too close. You have to leave extra texture around the UV to avoid bleeding. I suggest at least a 5 pixel wide border. EDIT: I'm also seeing overlapping geometry on the breasts part. In vertex mode (with limit selection deselected and the camera view to the lowest amount - both marked in screenshot), keep ALT pressed and right click an edge. This will select all the border. If you do this twice you'll see that two different borders get selected meaning there's twice.. probably making that light issue you're having. Delete one from both sides. Remember to keep back up of previous versions of your blend. There are 2 borders because one is from the frontface and other from the backface. If I delete one border or the whole backface the issue is still there. The texture isn't the problem either. I've made a plain color difusse and the result is the same. It's is really weird... I guess I'll leave it like that. EDIT: I've discovered what's causing them but not why and how to fix it. The 2nd cut projects that weird lightning on the other cut. If I delete the lace part from the bra the weird lightning is gone as you can see in the image below.
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