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Post by katarinamartian on Jul 8, 2020 21:51:07 GMT -5
Here I am..AGAIN. I have one big doubt. I don't know why my dress has this stain, like a lightning on the bottom part. Somebody can help me? It's happened in 2 of my newest creations. By the way, anyone has a recent tutorial about long dress conversion? Because I really want to learn a new method of how to weight paint and separate in parts as some game dresses.
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Post by mauvemorn on Jul 9, 2020 3:45:48 GMT -5
Hi. 1). The issue you're seeing is caused by how the uv_1 map transferred. The reasons it transferred like this are the setting and the reference that was split in at the bottom. Always use Nearest face interpolated instead of the default option, it will also fix how the mesh is morphing in the backside area. As for the reference, you need to remove doubles in places where the mesh was split into meshgroups but avoid the outer border. After a uv_1 transfer, uvs will be split where the reference mesh is split, which is desirable along the outer border but not along the inner borders The sim was split into the body, feet, head. I joined them into one mesh. I refer to the selected orange border along which the mesh is unwrapped as outer border. If I were to select all places where the mesh is split, the edge loops along the neck or ankles where the body is ( meant to be) joined would highlight. I refer to them as inner borders. You want your reference to have as little inner borders as possible because uvs will be split along them. The first reference is split along the ruffles, the second is not: - make sure to create a uv_1 map first; So, again, before transferring the uv_1, select the reference, i Edit mode select each horizontal edge loop in places where the mesh was split, remove doubles 2). Do not join the garment with the body before transferring weights or a uv_1. It messes up the body's data, especially in the finger area. 3). vertex paint dresses like this Vertex paint dresses like this Vertex paint dictates what variation (skin-tight and robe-like) of deformation maps the painted area will deform according to in CAS during body customization and animation. 00FF00 is for skint-tight areas, 3FFF00 is for any skirt-like area ( skirts, bottom parts of dresses, coats, aprons, etc). Start by choosing 00FF00 and Paint - Set vertex color 1). Disable Limit selection to visible; 2). Holding Ctrl, lasso-select the bottom part of the mesh starting somewhere in the middle of the pelvic bone; 3). Enable sync; 4). Press B and deselect legs; 5). Switch to Vertex paint and enable Face selection masking for painting; 6). Type in 3FFF00; 7). Paint - Set vertex colors; 8). Press A twice to deselect and select everything again, Paint - Smooth vertex colors Edit: forgot to mention that you are importing a mesh affected by skirt, feet and toe bones into a package started from a lingerie set that is not affected by these bones. This may lead to distortion in-game either for your or people using this cc. You can try removing these bones but they may not animate right, so a better idea would be to start from a long dress and split it into meshgroups - Add Armature modifier unless it is already added, Assign rig; - Click on the small + button, type in skirt / foot / toe, select each vertex group and delete it with the big - button to the right; - Switch to Weight paint and click on Normalize all.
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Post by katarinamartian on Jul 10, 2020 23:30:51 GMT -5
Thank you, I'll apply it
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