Hi.
1). This happens because the blend of the outfit you cloned to start your package does not have vertex groups that the dress you used to transfer weights from has. This issue is fairly new and does not happen to everyone, so the author of the tutorial may not know about it to warn viewers. It is unknown ( to me ) what exactly is causing this issue, but it can be fixed by choosing a different outfit to start a package from.
Your dress has skirt bones ( as it should ) but the swimsuit you cloned does not. So that is why they are flying. Use this dress instead.
2). Your dress is unnecessary high poly. You don't want to go past 10000 tris unless you absolutely have to ( which is not the case here );
3). You also should delete the part of the top that is covered by the dress. It is not visible yet adds up to the mesh's total polycount;
4). Another thing that adds to it is this, same for sleeves:
- Holding Ctrl, select these vertices;
- Press Alt M to merge, choose At center
5). Dresses should be
vertex painted differently;
6). When geometry is extruded ( which is what we do when giving MD meshes thickness or closing holes), it creates a sharp edge, which in turns creates dark shadow along itself. It seems that The Sims 4 Studio is programmed to split the mesh along borders of UV islands, so if the geometry created to cover holes is unwrapped properly, you will not get the shadow ingame. However, it will still be visible on the baking results. These sharp edges should be selected with Alt-RMB ( Shift-Alt-RMB to add more to the current selection) and either split ( Mesh > Edges > Split edge ) or marked as sharp ( Shading/UVs tab > Shading > Edges > Sharp );
To unwrap them:
- with that vertex in the middle selected, Select > Select more/less > more;
- switch to orthographic ( 5 key ) top ( 7 key ) view, Shading/UVs tab > Unwrap > Project from view.
To split:
7). You dress is
in the place for shoes. You should try to avoid placing anything in that extra space area unless you absolutly have to bc many creators do and it leads to texture overlap;
8).
How to bake textures