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Post by kxmchi on Nov 14, 2017 22:21:32 GMT -5
Hi everybody. I specifically need this to be in the necklace section, but I don't know how to make it so that it doesn't cut into the breasts. I tried weight painting it different ways but it doesn't seem to make a difference. Any ideas? blendpackage
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Post by inabadromance on Nov 14, 2017 22:25:29 GMT -5
hi! you need to create a proper uv_1.
btw thank you for the sensor!
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Post by kxmchi on Nov 14, 2017 22:33:13 GMT -5
I'm confused by the video tutorial. So I see the data transfer, which I've done. But then the person proceeds to fix the uv1 of the body. Do I still need the uv of the body even though my mesh is going to be an accessory?
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Post by Feyona on Nov 14, 2017 23:36:40 GMT -5
It doesn't matter what category for this item you chose, you can make it even in socks category. But in order to make an accessory work with body sliders it has to have proper uv_1, proper vertex paint and proper weights. Sometimes CC makers make just one uv (main uv_0) and move an accessory a bit further from body. But this kind of accessory won't morph with sliders. Since you are making something that interacts with breast slider you need to make proper uv_1.
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Post by inabadromance on Nov 15, 2017 0:10:59 GMT -5
The tutorial i linked is specifically made for clothing. Hence the body parts. Tutorials are not meant to be always for the object you're working on. You have to see/read them, understand them and pick the parts you'll need for your item. This teaches you the basics.
You're working on an accessory, accessories don't have body parts then you don't need body parts. Just use a nude top as reference mesh and transfer the data to your accessory. nothing more.
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Post by kxmchi on Nov 15, 2017 0:56:30 GMT -5
Alright so then how is the proper uv_1 map supposed to be like? Because I thought the uv_1 map I had was fine since I have done data transfer with an EA top. I've also done weight transfer, and vertex paint using a regular EA top as a reference and the outcome is the image linked above. I've also tried using different EA tops to see if it would help but, the outcome is yet again the same. So I'm in a pickle here, I'm not sure what to do.
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Post by Feyona on Nov 15, 2017 1:34:09 GMT -5
First I would try changing color of vertex paint to the same hex # as in EA's clothing which is 00FF00. Second, I would compare EA's uv_1 to your. It should not have any broken vertices, or uneven lines. Ideally MD meshes (I assume you made your mesh in MD?) have to be retopologized to work correctly in the game. And last I would do smooth weight transfer to CC top. See this and this tutorial about retopology, this tutorial about smooth weight transfer. As I said, it is ideal if you retopologize the mesh, because this way you will be able to get smooth uv_1 and weight transfer, but sometimes you can make it work only by following "smooth weight transfer" tutorial. Ty using subsurf modifier instead of subdivision from Tools tab in edit mode. But try another color of vertex paint first.
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