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Post by mysteriousoo on Jun 23, 2020 11:27:51 GMT -5
Hello! I made a swimsuit and Sim’s legs “stick together” when I zoom out. Zoom outZoom inAt first I thought that the problem might be in the bad low poly mesh that I used for LOD 2 and 3, but this problem remains if I use high poly mesh for all LODs. I cloned a swimsuit. For uv_1 and weights I used the same swimsuit. My mesh is divided into 3 parts, like the original swimsuit mesh. What could be the problem? My package and blendP.S. And one funny moment. My normal map for some reason strangely shifted. The part with the swimsuit has decreased and is on the knees in the inner side. This is hard to notice. What am I doing wrong with normals? It's funny But I would like to fix it. ( normals on knee)
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Post by mauvemorn on Jun 23, 2020 12:28:08 GMT -5
Hi.
About your normal map: it should be square. Check the one from the maxis mesh and cut out the top part the same way.
As for distortion, they are usually caused by extra vertex groups. There are two types of them. For example, importing a mesh affected by foot, toe, skirt bones into a package started from something that is not ( a floor length gown into a lingerie set package, for example ) will lead to distortions in the skirt and foot area. The second type are some random vertex groups that are in the list but do not affect the mesh at all ( eye lid vertex groups in the full-body, shoulder in the boots). These generally do not cause problems unless there's a lot of them ( I think ).
Anyway, I cannot check myself for these issues do not happen to everyone, but I think that foot vertex group is causing the distortion despite being in the original and having no effect.
Try the following:
- join all meshgroups into one, change cut number to 0000; - delete foot vertex group from the list; - Select all body part, Remove doubles with Merge distance set to 0,0001 both in 3d view and UV editor; - clone LingerieCorsetLaceSides, import your blend there;
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Post by mysteriousoo on Jun 23, 2020 13:35:25 GMT -5
I saw before that the "foot" was in all parts of the mesh and I deleted it in one of my tests, but this did not fix the situation. And I thought, the thing is something else. Is there a way to understand that there are unused weights in the mesh, except how to check each item manually?
Now I have taken all the steps that you advised me, but legs are still "sticking together" when I zoom out. Now there are no more unused weights.
I just noticed that I have the same problem with the skirt that I created before. But there are no unused weights. I just don’t understand why the problem appears only during zooming out. Maybe it is something in Warehouse tab?
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Post by mauvemorn on Jun 23, 2020 16:07:30 GMT -5
The foot vertex group stays in the package even if you remove it in the blend, but again, this usually does not cause problems. You can export the blend right after importing it and the foot vertex group will be added to some of the meshgroups In lod2 of the original the 0001 meshgroup also has thigh vertex groups, unlike the previous lods. Maybe these thigh vertex groups are the ones causing problems. To my knowledge there is no feature to select unused vertex groups but there is an addon to delete themIf there was something in the warehouse, it would be fixed after restarting the package from a different item
For the future, do not use Remesh, it does not take in consideration the shape of the mesh or uv islands, which goes against the purpose of the retopology. All you end up is an unnecessary high poly mesh Try this swimsuit. Note that I did not reduce the polycount of the swimsuit, only replaced the body and cleaned weights.
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Post by mysteriousoo on Jun 24, 2020 6:07:14 GMT -5
Thanks for the advice! Your file works fine. Yesterday I tried a few more options, including This guide. But everything was as before. Now I just did the same thing again and it works! Whyyyyyyy? :D I have one more question. What is better to choose squares or triangles in MD? I tried to make remesh in zbrash before, but I realized that this only confused me even more and that I was not ready for it yet. It broke my uv maps and I decided to return to this later. The more attempts I make and the more forum and guides I read, the more it seems to me that making CC for Sims4 is more like witchcraft))) You can do something 20 times, but for 21 time it won’t work, because. ... well, just because :D Thank you very much again for not ignoring my question! Wow, 1300+ forum posts, you really are a lifesaver
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Post by mauvemorn on Jun 24, 2020 7:54:02 GMT -5
Must be because of the item chosen to start the package.
In quads. Zbrush does not preserve uv maps. If you are using a 9+ version of MD, check out manual retopology. This will be the best option.
Cc making isn't really hard but there is one thing that is driving me insane is a huge obstacle in the learning procees . All authors of tutorials that have the most views or attention made them way to early in their cc making journey, which is okay. What is not okay is that they either disappeared or have never tried to learn more and update their tutorials. You have thousands of people learning to make the same mistakes, watching tutorials with no explanation, then making their own tutorials that are no different from the ones they watched. Like, sure, making one that is proper requires a lot of time, but if you do not have it, why bother at all. What contribution are you making by creating more identical tutorials, i don't understand.
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Post by mysteriousoo on Jun 24, 2020 12:28:20 GMT -5
Hehe, you are sooo right!
For start, I watched a lot of videos on creating clothes from start to finish, but it was very uninformative, there were very few explanations of why and how to do something. It is very important for me to understand what and why I am doing, and not just copy. This is the meaning of learning :D
As a result, the creation of my first CC was like Frankenstein, because one step was from one guide, another step from another guide, and so on. I had the feeling that they want people who watched it suffer and considered themselves dumb :(
If this was their plan, then it definitely worked with me until I started reading this forum :D
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