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Post by emmeranners on May 20, 2021 21:33:36 GMT -5
For some reason, part of the leg texture is showing in my dress mesh. It's probably something to do with the uv_1 map, but I can't figure out what I did wrong. Here's a picture: imgur.com/a/iFabR85 Here's my package file: 1drv.ms/u/s!AkE9Hy5_UKtQb3wtFRoS2P9lP9o?e=a7wZIu Here's my blender file: 1drv.ms/u/s!AkE9Hy5_UKtQcFWIIceqdVpEs5A?e=auk1Px Also, if someone does happen to look at my Blender file, could you possibly check the vertex paint. For some reason, I can't get any color to show. It may still work, but I have no idea, as I haven't tested it yet and that has never happened to me before. Any help would be much appreciated!
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Post by eirflower on May 20, 2021 22:05:46 GMT -5
Hello! I took a look at your .blend file. You forgot to delete your reference mesh, and it's showing through the new dress mesh. If you delete that you should be golden! As for vertex paint, make sure that you have your display mode set to "solid" when vertex painting. If I may offer a bit of advice, try decimating your mesh or reducing the poly count in the program you created it in before re-importing. Your mesh is incredibly large and hard to load, and it might make your game lag quite a bit. Optimization is key :>
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Post by mauvemorn on May 21, 2021 3:57:45 GMT -5
Hi. You do not need to delete the reference, if it's hidden, it won't be imported. What you're seeing is not related to uvs. You should watch more tutorials to get a better understanding of what every step in the adapting process accomplishes because doing things blindly like that will lead to a lot more problems in the future. uv_1 does not project texture on the surface of a 3d model, uv_0 does. uv_1 also has no effect in s4s, only in the game. It is responsible for morphing Anyway, you cloned a dress that is made of 4 meshgroups, then imported a blend that only has one meshgroup. Only one of them was replaced while the other 3 stayed. There's more: - do not use automatic retopology in MD, it only makes it worse. Maxis meshes do not go above 10k tris and neither should yours unless absolutely necessary, which is not the case here. Do not use Decimate as suggested above, it ruins everything there is to ruin. Just model in quads and do not lower the particle distance too much; -the uvs of the dress were generated in the square uv space of MD. Ts4 diffuse textures are rectangular. When you set one as the background, the uvs stretch vertically. You need to shrink them in half ( S Y 0.5 ) before starting to put them into place
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Post by emmeranners on May 21, 2021 9:38:17 GMT -5
Hello! I took a look at your .blend file. You forgot to delete your reference mesh, and it's showing through the new dress mesh. If you delete that you should be golden! As for vertex paint, make sure that you have your display mode set to "solid" when vertex painting. If I may offer a bit of advice, try decimating your mesh or reducing the poly count in the program you created it in before re-importing. Your mesh is incredibly large and hard to load, and it might make your game lag quite a bit. Optimization is key :> Thank you very much!!!!
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Post by emmeranners on May 21, 2021 9:43:39 GMT -5
Hi. You do not need to delete the reference, if it's hidden, it won't be imported. What you're seeing is not related to uvs. You should watch more tutorials to get a better understanding of what every step in the adapting process accomplishes because doing things blindly like that will lead to a lot more problems in the future. uv_1 does not project texture on the surface of a 3d model, uv_0 does. uv_1 also has no effect in s4s, only in the game. It is responsible for morphing Anyway, you cloned a dress that is made of 4 meshgroups, then imported a blend that only has one meshgroup. Only one of them was replaced while the other 3 stayed. There's more: - do not use automatic retopology in MD, it only makes it worse. Maxis meshes do not go above 10k tris and neither should yours unless absolutely necessary, which is not the case here. Do not use Decimate as suggested above, it ruins everything there is to ruin. Just model in quads and do not lower the particle distance too much; -the uvs of the dress were generated in the square uv space of MD. Ts4 diffuse textures are rectangular. When you set one as the background, the uvs stretch vertically. You need to shrink them in half ( S Y 0.5 ) before starting to put them into place What do you mean by modeling in quads? The only way I know to reduce the poly count is to decimate (which, as you said, f-s everything up) or to lower the particle distance (which makes the dress look weird). Sorry, I'm not really sure how to model in quads (or what that even means). Also, should I shrink every piece of the dress in the uv window by half, or just the top and skirt sections? Thank you so much for all of your help again!
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Post by mauvemorn on May 21, 2021 10:10:54 GMT -5
By default everything you create in MD is made of tris (triangles). You can change that to quads ( rectangles ) in the settings. The resulting topology will not be ideal but at least it won’t look like crumpled paper or create a lot of unnecessary vertices along the borders like automatic MD retopology does You can change the existing topology from tris to quads in two ways: RMB-click on selected patterns and choose Quadrangulate or choose quads in the properties panel Yes, after you change it, just increase particle distance. Again, won’t be ideal but at least will not put a strain on your or other people’s graphic cards when using the garment in the game. Alternatively, you can retopologize the mesh manually or automatically. There are automatic retopology tools which do not give the best results, or manual retopology, which is available in 9+ versions of MD. Can also be done in Blender but would be easier to do in MD for a beginner . Your dress does not have many details, so it would not be hard to manually retopologize it 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 ) Only the ones that belong to the original obj from MD, you can tell they are stretched
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