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Post by Galaxsim on Mar 27, 2018 18:01:28 GMT -5
Hi there! I made a shirtdress thing and works well with the sliders in cas, but there seems to be this problem with black spots appearing on the back when I make the but bigger and the front of the dress going through the leg of the sim when I thicken the leg: Black spots:Dress going through leg:
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Post by annabluu on Mar 27, 2018 19:22:39 GMT -5
both parts could be because it isn't properly weighted or there's an issue with the vertex paint. please share your package and blend file so we can further help.
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Post by Galaxsim on Mar 27, 2018 19:52:53 GMT -5
Right, here is the package file: www.simfileshare.net/download/485224/and here is the blend file: www.simfileshare.net/download/485225/In game it looks like the weights are okay as the sliders and body parts move pretty okay; however, there is a warping of the white lines on the body that appear when you want to adjust a part of the sim. I do not know how to fix this as it always appears whenever I make a clothing mesh, as it had with the last mesh I made
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Post by annabluu on Mar 27, 2018 20:33:43 GMT -5
that's bits and pieces of the underlying mesh poking through. in your mesh you have layers in the skirt part and they don't want to stay down. the easiest way to fix this is just deleting what's underneath and what cannot be seen when looking at the mesh. either that or you need to hand paint the mesh.
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Post by jwofles on Mar 28, 2018 14:21:08 GMT -5
The warping white lines is not very avoidable with custom meshes, and pretty much every MD clothing mesh has the warped grid lines.
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Post by Zelrish on Mar 29, 2018 9:17:08 GMT -5
Right, here is the package file: www.simfileshare.net/download/485224/and here is the blend file: www.simfileshare.net/download/485225/In game it looks like the weights are okay as the sliders and body parts move pretty okay; however, there is a warping of the white lines on the body that appear when you want to adjust a part of the sim. I do not know how to fix this as it always appears whenever I make a clothing mesh, as it had with the last mesh I made Sliders are sliders, weight is weight. Sliders are made through the uv_1 and vertex paint. Weights through weight painting and define what part of the mesh move with which bone. Leg and bottom clipping are due to "bad" weight painting. Let's say more, weight painting not adapted to this mesh. You will hve to either find a similar shaped piece of clothing and do a weight transfer. Or adjust the weights manually. If you go the weight transfer route, separate the body parts from the clothes on your mesh before transferring. Also, subdividing the reference mesh beforehand gives better result.
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Post by Galaxsim on Apr 5, 2018 0:37:14 GMT -5
I went back and deleted and redid the mesh, deleting most of the unnecessary under layers and stuff, but I still got this effect in game. I really don't know to fix this as it has happened with all my md meshes everytime I make a piece of clothing. I've have tried meshes that were both quadrangulated and triangulated to see if the shapes the meshes were made of would make any difference—it didn't as I still got this effect. I even tried exporting from md with different settings, as per a tutorial I was following, but I still got this same result. This mesh in particular is the result of that last tutorial I followed. At this point I'm stuck because everything else I pretty much perfect save for a big of leg clipping
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Post by Zelrish on Apr 5, 2018 3:25:37 GMT -5
MD meshes technically need to be retopologized to look good in game with the sliders. Very few people actually do it because it is a time consuming process which is not so rewarding. You kinda loose the "advantages" from MD.
But in the sims 4, MD meshes looks spiky when deformed as the topology is crappy
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Post by Galaxsim on Apr 7, 2018 11:37:00 GMT -5
So you’re saying most people leave it as is? Most of the cc I have in game that was created in md by others doesn’t seem to have this effect, though. I don’t know what retopologizing is, but how exactly do I go about doing that? I’d like to get rid of those deformities
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Post by menaceman44 on Apr 7, 2018 13:33:32 GMT -5
From what I can see, the wibbly-wobbly white grid lines are a result of your uv_1 mapping. A lot of your mesh faces down the middle are squashed together so tightly they cannot be seen. The neater and more correctly aligned your uv_1 is, the neater the grid lines will look. I had to mess around with this myself on a project a while ago.
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Post by Galaxsim on Apr 7, 2018 16:13:03 GMT -5
From what I can see, the wibbly-wobbly white grid lines are a result of your uv_1 mapping. A lot of your mesh faces down the middle are squashed together so tightly they cannot be seen. The neater and more correctly aligned your uv_1 is, the neater the grid lines will look. I had to mess around with this myself on a project a while ago. oh, this makes a lot of sense actually! When i work on the uv_1 I tend to squish it down to fit it in the space available from cutting away the nude top. Is it that I should make it bigger to avoid squishing the faces down or is the adjustment of the uv_1 mainly up to guesswork and testing? It's just that when I work on the uv_1 I don't want it to overlap with the skin and I have no idea how to make it fit without encountering this problem. Thank you
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Post by inabadromance on Apr 7, 2018 16:23:40 GMT -5
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Post by Galaxsim on Apr 9, 2018 18:26:22 GMT -5
I think you're probably right, but I'm still so lost. Is it that I should do the smooth transfer before the data transfer and everything that comes after (transfering weights, vertex paint etc.), or it should be the first thing I do after importing my md obj to the nude blender mesh?
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Post by inabadromance on Apr 9, 2018 20:05:21 GMT -5
it's alright. we've all been there. first of all, transfers (any kind) should only be applied to clothing parts, not body parts. so appending the nude should be the last thing.
if you've read the smooth transfer tutorial I've linked you'll see that it isn't another "type" of transfer. it's a pre step that will help you out with the transfers, that is increasing the polygons on the reference mesh.
there's not a defined order for the transfers honestly, of you mess up once you can re do it anytime (if it's weights, you'll need to delete all bones from the list first). (always applying to clothing and not nude parts).
this is my particular order.. but I use two blender versions to avoid issues. append clothing, do weights (2.70), vertex paint, save and open in 2.77 for data transfer. save, and re open in 2.70 for checking cuts and joining with nude part. everyone has their order, so you're welcome to do what's fastest and easier for you.
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