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Post by HugHug003 on Jun 10, 2019 13:11:20 GMT -5
Alright so I am trying to replicate this dress and I found a bunch of meshes that had parts of what I wanted. So I appended them all together, some I had to flip over the x-axis and joined them together. I'm sure you can imagine this caused a bit of a mess. But, I have the shape I want for the dress now. My problem is, I cannot make a texture that stays within the actual mesh because the UV is so messy and some parts overlap onto different areas I'm not meaning to cover. I spent a good amount of time cleaning the UV up but there are a few spots that I just don't know how to fix, or where to move. I could really use some assistance or advice on this one. Here is the blend. I haven't appended the arms and legs in yet just to make it easier to read the UV map.
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Post by mauvemorn on Jun 11, 2019 5:06:42 GMT -5
Hi. This should help Every part of the nude body that MD mesh covers should be deleted. In the place that is left you should put the MD mesh's UVs. Putting them in the extra space is a bad idea because many creators do and that can lead to overlapping of textures. 1). In 3D view select everything with A. In UV editor activate sync. Press B to activate box selection and select all MD mesh's UV islands; 2). in 3D view press P and choose Selection to separate the dress from the body; 3). Switch viewport shading to solid to see the wireframe better; 4-5). Select everything that is covered by the MD mesh leaving one loop of vertices at the bottom to prevent holes from appearing in the process of walking; 6). press Delete and choose Faces; 7-8). You can select edges as I did and in the pic and dissolve them; 9-10). Once done, select everything and set the background image. Shift-select the dress, switch to Edit mode, select everything, set the same exact background image. View- Draw other objects to see the body's UVs. 11). S to scale, G to move, R to rotate. S or G followed by Y/X will constrain modifications to the vertical/horizontal axis. R followed by a number will rotate the selection by this number. Place them like this so that it would not overlap with the body's UVs.
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Post by HugHug003 on Jun 11, 2019 16:47:23 GMT -5
Ok, this was a lot to digest. I don't think I understood a single step. So bare with me I'm gonna need to take this slow. What is MD first of all? mauvemorn
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Post by mauvemorn on Jun 11, 2019 21:02:36 GMT -5
MD is short for Marvelous Designer, a software where some parts of your mesh were made. When i say "MD mesh" i just mean "clothing mesh"( like, not clothing+body)
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Post by HugHug003 on Jul 3, 2019 3:43:00 GMT -5
It's been a while, but I finally decided to give a shot and finally I got it! Thanks a lot this was very helpful! mauvemorn I just have one last question. I have finished 2 dresses and while the blend looks fine in blender and s4s, there are some parts that look kinda rough, or there are little spots randomly around the mesh that show pieces of the skin peaking through. Could you take a look at these in game and tell me how I am meant to fix this? It's hard to know what to change if it looks fine in blender. Blend PackageBlend Package
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Post by mauvemorn on Jul 3, 2019 9:24:23 GMT -5
Most EA CAS items are split into a number of meshgroups to properly interact with other CAS items. More about it here. For example, most bottom or full-body outfits are split in the calf area to interact with high boots. The item you cloned to start the packages for a white dress is one of them. Its original blend has 3 meshgroups while the one you're importing has one. What happens is that only one meshgroup is being replaced while the other two stay and poke out from your outfit. To fix it, start the package from this lingerie set ( has no skirt bones and one meshgroup like your dress).
The brown dress has overlapping geometry. To fix it: 1). Enable sync; 2). Press B and select this area; 3). in 3d view press Delete and choose faces "Crumpled" fabric on the skirt - for a mesh to be smooth, it has to have good edge flow. Meshes made in Marvelous designer do not have it and have to be retopologized; Distortion between legs - for a mesh with the skirt-like bottom to animate smoothly in the area between legs, it has to be vertex painted with 3FFF00 and have skirt bones. Paint the bottom of the mesh: 1). In edit mode disable Limit selection to visible; 2). Press B and select the mesh in the middle of the pelvic bone like I did in the pic; 3). Switch to vertex paint. Enable Face selection masking for painting; 4). Type in 3FFF00 ( ignore the "it remembers part" lol), Paint - Set vertex color; 5). Press A to deselect, press A again to select everything, Paint - Smooth vertex colors.
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Post by HugHug003 on Jul 3, 2019 19:45:48 GMT -5
Ok, I fixed the white dresses holes issues, thank you, the lingerie set worked. The print and cape I'm using covers the crumpled texture area so I don't know if i'll really needed to fix that since I'm not uploading it for download, but it looks great anyway! As for the brown one, when I delete the faces, the skirt doesn't connect to the top though? How the mesh is shaped is that the skirt is a bit on top of the body so the top and bottom don't line up when I delete those faces. mauvemorn
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Post by HugHug003 on Jul 6, 2019 1:19:41 GMT -5
Hi still need help with the brown dress. I can't get everything to line up correctly when I delete the faces. Am I doing it wrong or...? mauvemorn
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Post by mauvemorn on Jul 6, 2019 7:16:11 GMT -5
Hi. Sorry, forgot to respond in this thread. 1). Switch to Edit mode ( TAB ). Switch shading to solid. Switch to orthographic ( 5 key ) front ( 1 key ) view. Disable limit selection to visible; 2). Set Pivot point to Median point; 3). Switch to vertex select; 4). Press B and select this area; 5). Remove doubles with Merge distance set to 0,01; 6). Mesh - Normals - Recalculate outside; 7). Select each loop of this selection individually and press S Z 0 to straighten it; 8). Scale them horizontally with S X; 9). You can enable proportional editing, select one vertex, press G X, scroll mouse wheel until its radius is around 0,05, and smooth this transition;
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