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Post by panthergirlsim on Jun 4, 2021 10:38:44 GMT -5
I have been working on these two issues for about 2 weeks at least. Can somebody please look at this and tell me what I'm doing wrong? I thought it was the shadow map so I recreated it several times. I saw the tutorial about removing doubles, that didn't fix it. I have a question about removing doubles, is that done before transferring weights and vertex painting or will it even make a difference if I do it at the beginning or end of the making process? I removed the doubles on my final file and nothing changed. I tried the removing shadows tutorial on here but I don't understand it. I have all my LOD's, the only thing I don't have is the specular, it's blank because I'm not sure how to make it yet. I used this as the nude: I used this as the example mesh: My problem is these shadows:
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Post by mauvemorn on Jun 4, 2021 10:54:58 GMT -5
Hi. Share the package file please. There would be no “shadow” in the ankle area (between the foot and the leg) if that were doubles As for that, on the garment you can remove doubles before or after transferring weights. On the body you should not remove doubles before transferring uvs
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Post by panthergirlsim on Jun 4, 2021 11:01:12 GMT -5
Here is a link to the package file link
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Post by mauvemorn on Jun 4, 2021 12:44:20 GMT -5
okay, so virtually everything needs to be re-done. 1). Do not use MD's automatic retopology, it only makes it worse. Model in quads and do not lower particle distance too much; 2). When it comes to choosing a reference, you need something that is of the same length and overall shape ( as in, if you are making a dress, choose a dress, not a lingerie set). Right now your dress will not animate or morph right because the reference was too short, so the bottom of the dress got the data from legs; 3). When you assign rectangular textures to uvs that were generated in the square uv space, they stretch vertically. You need to shrink them back to their original shape with S Y 0.5; 4). Everything covered by the garment has to be deleted. The garment's uvs should go in the freed space. Avoid that bottom right corner because everyone puts everything there and you end up with CAS full of items that cannot be used together; 5). All created geometry must be unwrapped; 6). Transfer weights and uvs with nearest face interpolated; - make sure both the reference and your garment are visible and selectable; - select the reference, shift-select the garment, in weight paint mode click on Transfer weights, set it like in the pic, then choose Clean with All groups and Limit total. 7). Dresses must be vertex painted with 2 colors; 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 9). Bake textures with margin set to at least 7; 10). Before baking textures or importing the blend in s4s, make sure to split sharp edges; 11). as for the "shadows", in cas they are present only along the leg, not in the ankle area. Those are in fact doubles. You must have not selected the mesh properly. Just enable sync, select uvs of the legs in uv editor, then in 3d view choose remove doubles and set merge distance to 0,0001
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Post by panthergirlsim on Jun 4, 2021 15:07:21 GMT -5
oh wow, let me go try this, thanks soo much that is a lot of information. I will take my time and do this. I just read over it and I feel like I can follow your instructions. I will definitely post back if all goes well.
Thanks again
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Post by panthergirlsim on Jun 4, 2021 23:43:40 GMT -5
I was able to make one attempt and it's definitely better, the poly count is lower also. But now I have an extra leg. I think maybe I need to delete the nude mesh before I start doing the last part. Anyho I will update once I get it right but here is a pic of what I have now.
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Post by panthergirlsim on Jun 5, 2021 13:51:20 GMT -5
I think this error happened while weight painting. The REF mesh I selected has 4 mesh groups. When I transfer weights do I join all the mesh groups into 1?
Thanks
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Post by mauvemorn on Jun 5, 2021 14:38:56 GMT -5
When you clone something with 4 meshgroups, you have to replace all 4 of them by splitting your garment the same way. That said, clone a different one that is shaped in a similar way, yours only needs 3 meshgroups to interact with boots. Clone it, export the blend, pay attention to how it is split, split yours the same way, assign corresponding cut numbers
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Post by panthergirlsim on Jun 5, 2021 15:48:38 GMT -5
In that case when I do weight paint I have to transfer the weights to each part of the REF mesh to the corresponding part of my mesh?
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Post by mauvemorn on Jun 5, 2021 16:01:47 GMT -5
No, in your case you can just transfer the weights from the last meshgroup ( the one that contains the dress) to your dress. In other situations, you just join all parts of the reference into one, transfer the data from it, delete, when done, just append it in the scene again and split yours the same ( or you can open it in a different window )
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Post by panthergirlsim on Jun 5, 2021 18:26:45 GMT -5
No, in your case you can just transfer the weights from the last meshgroup ( the one that contains the dress) to your dress. In other situations, you just join all parts of the reference into one, transfer the data from it, delete, when done, just append it in the scene again and split yours the same ( or you can open it in a different window )Sorry you confused me with the part in red. Do you guys have a buy me a coffee button? I want to contribute. Thanks
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Post by mauvemorn on Jun 6, 2021 2:35:59 GMT -5
Basically: 1). Find something that is of the same overall shape as your item, export the blend(call it reference or something), open it; 2). File - Save as the blend as the name of your project, import your obj; 3). Transfer uv_1 and weighs, vertex paint, delete covered areas from the body, do uv_0, assign a cut number, import in a test package with one meshgroup, check in-game; 4). Bake textures, make lods; 5). Split all lods in the corresponding number of meshgroups to something that functions the same, import the final blends into the right package
I’m not sure but I asked the other moderator about it
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