|
Post by pandamontok on Feb 4, 2021 18:15:27 GMT -5
Need help.
I think I have done everything, except for the texture (not my priority currently)
I have done the mesh retopology to have a good edge flow, data transfer, weight pain, vertex pain, Mesh Grouping, Cut numbering, Joining the body parts with the garment. Then I imported it to the S4S, tested it on SIMS 4 CAS. My CC cause the SIMS 4 to crash everytime.
Where did I go wrong?
I am clueless right now.
Here's the package and blender file.
|
|
|
Post by mauvemorn on Feb 5, 2021 3:09:34 GMT -5
Hi. The game crushed because you included the head. As I said in the previous thread, a full-body outfit must include only the upper and lower body, no feet or head. Do not use automatic retopology in MD, it only makes it worse. A better idea would be to, first, make sure your mesh functions right in-game, and then split it into meshgroups. Transfer weights and uvs with nearest face interpolated or, unless very low poly, it will morph and move like crumpled paper. Make a uv_0 map before importing the mesh in s4s. You do not need to bake textures, just place everything right. Also, before you export the garment from MD, make sure to edit the uvs. Hi. Before exporting, make sure to switch to uv editor and first do the Set uvs from pattern alignment then Fill UV to unified 0-1. In the latest version, when you'll click on one of these options, you'll get a pop up menu, i do not remember which one to choose, but try any and see how it will look I suggest you to postpone finishing this project for you will have to remake it anyway. Instead make a skintight top that does not go above the neckline and below the waist line ad learn how to adapt it.
|
|
|
Post by pandamontok on Feb 5, 2021 14:20:12 GMT -5
"Do not use automatic retopology in MD, it only makes it worse"
Could you tell me what do you mean by worse? What's wrong with mine? I observed your video, and by using the MD remeshing the topology becomes much more similar to yours. Quad, evenly distributed, and less poly. If I use just quad in MD. The faces are denser, and more randomize.
|
|
|
Post by mauvemorn on Feb 5, 2021 15:31:40 GMT -5
The purpose of retopology is to create a reasonable topology polycount-wise with consideration for the shape and functionality of the mesh. MD's automatic retopology fails to do all of that. It just creates a uniform wireframe and a lot of unnecessary edges along the borders of patterns. There should be edge loops in places where the mesh needs to bend sharply ( elbows, knees, armpits ). There should be extra definition in places that protrude ( breasts, backside ) or stretch ( shoulders and knees when they bend ). When there are folds, the edges should flow along them. This will ensure they are shaded right. If you were to look at your skirt right now in shaded mode, you'd see that it looks like crumpled paper. This video should give a good idea of the logic behind retopology. Even just the preview This is how the same logic applies to clothing: You create this and then subdivide to get nice results
You do not need to do this as a beginner, but at least do not use the automatic retopology. There is no difference in quality between quads and automatic retopology ( like, both are bad and fail to do what needs to be done) but the later is worse because those edges along the borders of patterns unnecessary increase the polycount. As for my tutorials, I no longer recommend them because now MD has a manual retopology tool
(do not get the wrong idea that the result of their retopology for clothing is right, they are just showing how to use the tool )
|
|
|
Post by pandamontok on Feb 8, 2021 1:44:25 GMT -5
I follow your advice to start making a tight skin top. I've watched some video about Topology. Now, I understand why we have to retopology, it's for the mesh to have a nice and good morphing. And Quad faces is usually better for morphing. But I don't quite understand how to retopology. I get the basic theory, which is following the curve. But I'm not sure...have I done it right. So here's my md file. Could you give me input. Is it ok or wrong ? I retopoligized only the front side of the garment first. drive.google.com/file/d/1Tx6R3FO4O2bLeBJx-f95bRlkxPyMEXOC/view?usp=sharingShould I make it denser?
|
|
|
Post by mauvemorn on Feb 9, 2021 16:12:48 GMT -5
Sorry for the wait. Wanted to show you not only how to retopologize but make fitted clothing as well. There's more to it. Good topology ensures that: - you can easily edit the mesh. You can select edge loops ( with tris you cannot ) and delete them ( perfect for making LODs ); - the mesh is shaded smoothly, no crumpled paper look, no pinching, not jagged; - the mesh animates right, it bends sharply when it needs to; - it morphs right; - and the most important, the polycount is reasonable. Here's a video ( you probably need to download it bc otherwise the quality it bad )
|
|