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Post by mintpunch on Oct 4, 2019 3:25:57 GMT -5
Hello. I need some help about importing the obj file to MD. I want to modify EA's mesh with MD because its easier to work with it for me. So I've exported obj file from blender and tried to import it on MD. (I deleted body parts to avoid duplication with MD's avatar.) I needed its pattern, so checked the option of "Trace Patterns with UV Map" But MD failed to import this obj file. Its message was "Could not recognize UV borderline correctly. Please check the UV with other software" Is it impossible to import blender's obj file to MD? or Did I something wrong? FYI, export setting of blender was like this And importing setting on MD, I choose Import(Add)>Obj to Garment and option was as below
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Post by mauvemorn on Oct 4, 2019 6:35:25 GMT -5
You can get anything in md. You should select clothing meshgroup and click on Selection only. Was uv_o selected when you were exporting the mesh? Did you delete geometry that closes holes and adds thickness? Also, it's best to use m instead of auto scale for both the avatar and clothing, otherwise it may not match
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Post by mintpunch on Oct 4, 2019 10:42:01 GMT -5
You can get anything in md. You should select clothing meshgroup and click on Selection only. Was uv_o selected when you were exporting the mesh? Did you delete geometry that closes holes and adds thickness? Also, it's best to use m instead of auto scale for both the avatar and clothing, otherwise it may not match Thank you for response! By the way, I looove the shoes you made!! I'm not good at blender, so I searched how to delete geometry and found 'removing internal geometry' things. (something like - blenderartists.org/t/remove-overlapping-geometry-created-from-converting-particle-spheres-to-mesh/1142155/4)But I don't think it's what you mean.. Would you tell me how to do delete geometry please?
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Post by mauvemorn on Oct 4, 2019 13:40:27 GMT -5
Thank you, lol If you create a simple plane in Blender, it will have only one side, front. The other side will not be visible (you can enable visibility in Blender, but it will not affect how the mesh will look in another software). The same will happen to the mesh exported from Marvelous Designer as thin. If you were to export it as thick, its polycout would be much much higher, which would not only slow down loading time in s4s and the game, but also is pointless, because most of inner surface will not be visible from any angle. That is why instead of adding thickness, we just close holes in places where this lack of inner geometry would be visible. If you clone any Maxis item, export its blend and study it, you will see that the bottom part of skirts/sleeves/pants/etc is closed, it's not a hole. You will also see that in places where one article of clothing connects with another the top one has thickness. If the clothing you're trying to modify has any of those, you need to delete them. Otherwise, MD will create a pattern for them. Also, in Blender uvs in uv_0 map are adjusted to 2:1 space, while in Marvelous Designer they are in 1:1 space. Anyway, i recommend you to not use Marveous designer to edit someone else's mesh when you don't know Blender, because you will loose everything but its shape and a uv_0 map. You will have to re-do weights, vertex paint, uv_1 map, cut numbers. Might just make your own mesh from scratch.
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