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Post by sokea on Apr 14, 2020 7:42:10 GMT -5
I've had this problem often on a number of different items I've released, but it was usually happening around hems and the cuffs of sleeves etc, so for the most part it was pretty unnoticeable. But I'm currently making a top that has a large cut out on the back and am having this problem so I really can't ignore it and hope for the best this time 😂 Basically I have these dark shadows that are appearing around edges, as we're all familiar with I'm sure: And my usual way to deal with this would be to select all of the edges and perform an edge split to get a clean edge and these shadows wouldn't appear in game. However because this is obviously creating a gap, it causes a lot of problems when the sim is moving around: I'm wondering how to stop this from happening when I can't just re-merge the vertices to close these gaps because it just recreates all of those weird shadows again! Hoping someone can help! Please let me know if you need any more info🤗 Blend + Package file download *Note I'm still working on this so there's a lot of weight/morph issues around the arms that I'm trying to fix so please ignore that lol 😂
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Post by mauvemorn on Apr 14, 2020 9:18:57 GMT -5
Hi. Even if vertices share the same coordinates, they may get different vertex group values. This is what leads to those gaps. To avoid it, either remove doubles before or after weight transfer. For example, you select everything with A, switch to Edge select, Select - Select boundary loop, Shading/UVs tab - Edges - Sharp. This will mark these boundary loops as sharp. Then, after you remove doubles to make sure all those boundary vertices have the same vertex group values, the edges will still be marked as sharp. You select one of them, Select - Select similar - Sharpness, they all will become selected. Then Mesh - Edges - Edge split to split them.
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Post by sokea on Apr 15, 2020 11:57:24 GMT -5
Hi. Even if vertices share the same coordinates, they may get different vertex group values. This is what leads to those gaps. To avoid it, either remove doubles before or after weight transfer. For example, you select everything with A, switch to Edge select, Select - Select boundary loop, Shading/UVs tab - Edges - Sharp. This will mark these boundary loops as sharp. Then, after you remove doubles to make sure all those boundary vertices have the same vertex group values, the edges will still be marked as sharp. You select one of them, Select - Select similar - Sharpness, they all will become selected. Then Mesh - Edges - Edge split to split them. OH MY GOD!! That totally worked, thank you so much for your help! ❤❤❤
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