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Post by alooffern on Jan 23, 2021 14:46:39 GMT -5
I wanted a dress for my period gameplay and wanted to create one for myself. This is a mesh edit. I haven't included shadows and all and wanted to check how the mesh looks in the game before doing all of that but it looks so bad. Help me please and point to me the right tutorials to fix this please. ibb.co/HKxDypF
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Post by mauvemorn on Jan 23, 2021 15:04:22 GMT -5
Hi. The body parts you see under the rig are not imported in s4s. Your garment must come with body parts. Export any maxis garment and study it to see what i mean If there's more, share the blend and package files please
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Post by alooffern on Jan 24, 2021 8:17:19 GMT -5
Hi. The body parts you see under the rig are not imported in s4s. Your garment must come with body parts. Export any maxis garment and study it to see what i mean If there's more, share the blend and package files please Now it's way worse. Can I send you the link to the mesh in messages? I really messed this up I think. ibb.co/9GC4fxW
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Post by mauvemorn on Jan 24, 2021 9:12:36 GMT -5
All parts of the body the garment covers should be deleted. All CAS items share the same UV space. Each has its designated area. To avoid overlapping, make sure to place UV islands not only in their designated areas but also in the vacant space. 1). Select the body, switch to Edit mode ( TAB ), disable Limit selection to visible; 2). Select everything covered by the garment, press Delete and choose Faces. If the garment has skirt-like bottom, make sure to leave at least one row of faces. Otherwise these deleted areas will be visible during walking; 3). Enable Sync, select everything with A; 4). Click on Browse and choose any texture; 5). Shift-select the garment, select everything, choose THE SAME texture, check View - Draw other objects. 6). G to move, S to scale, R to rotate. Following the first two with X/Y will constraint transformation to horizontal/vertical axis. Following any with a number will move/rotate the selection by that number of pixels/degrees. By default UV space is square ( 1:1 ), but TS4 textures are not ( 2:1 ). UV islands that were generated in the square space will become stretched vertically when rectangular textures are applied. To bring them back to their original size, select everything in UV Editor, press G Y 0.5 Place the garment's UV islands in the right spot. Make sure to scale them uniformly unless some need extra definition ( buttons, zipper, other small details ) or are hidden ( geometry created to cover holes, back side of clothing, etc ). The mesh is flying because of the weight transfer settings How to transfer weights in 2.76 - 2.79 versions: - choose the reference that is the most similar to yours in the length and the type of the bottom ( pants/skirt ); - make sure both the reference and your mesh are visible and selectable; - select the reference, Shift-select your mesh, switch to Weight paint, choose Transfer weights, set it up like in the pic, then choose Clean with All groups, then Limit total.
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