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Post by ibaada on Sept 20, 2021 20:23:55 GMT -5
Hi everyone! I made CC and it looks so fine and normal on S4S but it looks so wrong in game. I thought if cc looks good on S4S it would be good in game as well. Seriously I tried so many times from designing and that still happens!! Sorry for the link I couldnt attach photos here S4S photo
In game screenshot 1In game screenshot 2
I appreciate your help
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Post by Fwecka (Lolabellesims) on Sept 20, 2021 23:04:40 GMT -5
Judging by your first photo it looks like it's the weight paint. You'll need to share your package file if you want personalized help.
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Post by ibaada on Sept 21, 2021 0:44:53 GMT -5
I attached the link for my package below. While I was waiting for someone's help, I made another cc and similar thing happened to it again :'( PackageThank you for your help!
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Post by mauvemorn on Sept 21, 2021 9:56:24 GMT -5
Hi. In s4s the garment does not morph or animate, in the game it does and both of these things affect how it looks and behaves. Your choice of the garment to learn cc making is very unfortunate, though. If the garment's sleeves are loose enough to be in the blue area and below, it has to be made with arms down. You will not fix it by simply re-doing weights. If the garment's skirt is in the purple area, you will have to edit weights because this area will get affected by arm bones. If the pants are loose enough to be in the magenta area, you will also have to edit weights because the left leg will pick up the data from the right one and vice versa. Instead of remaking the garment as intended, I suggest you to remove the jacket for now and just re-do the top with the shorts while keeping the following in mind: - in MD model in quads and do not lower Particle distance too much. Your garment does not need to be so dense, it serves no purpose, only makes it heavier and harder for the game to upload and render; - try to not use MD's buttons or zippers, they are very high poly; - you need inner geometry only in places where it is visible. Anywhere else it serves no purpose, only doubling the polycount; - do not join the body with the garment until the latter is rigged, has a proper uv_1 and is vertex painted. The body is already adapted to perfection, re-doing it will mess up this data; - delete as much of the body covered by clothing as you can and try to do it neatly so that nothing will poke out or occupy valuable uv space; - transfer uvs and weights with Nearest face interpolated;
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Post by ibaada on Oct 5, 2021 3:16:19 GMT -5
Thank you so much for your help! I finally have time to do something so I removed the jacket and followed the steps you suggested. the top and the bottom turned out so well!! THANK YOU:) Also, I decided to practice sleeves area with a simple Tshirt dress and followed the tutorial video of yours (Transferring and editing weights) and it seemed okay but I have no idea what I should do next. I tried to weight transfer ref to my mesh but arms and mesh looked super weird and so wrong lol... (I've attached a link for the pic) blender pictureHere's my package file below. I saved the package file before I transferred weight because it looked so wrong as you see the picture above..:( T dress packageThank you so much again for your help
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Post by Fwecka (Lolabellesims) on Oct 5, 2021 4:39:06 GMT -5
Is the package you shared the same mesh as what's in your image? They look totally different.
It looks to me like you modeled the dress with the arms down in Marvelous Designer but when you brought the mesh into Blender you didn't raise the arms to match the EA mesh's arms. That could have caused issues with your weight transfer.
It also looks as if you joined the EA body parts with your mesh before transferring weights? Is that what you did? The EA body parts already have weights assigned. You should assign weights to your mesh only. You should also transfer the uv_1 to your mesh only. Don't join any body parts to your mesh until you've transferred weights, transferred the uv_1 and vertex painted your mesh. The EA body parts already have everything they need. It's only your mesh that needs weights, a uv_1, and vertex paint.
Mauvemorn's gonna have to be the one to help with this project. I'm not sure what went wrong other than to say the weights didn't transfer correctly. Though I can't help you much I can say that your mesh is a little bit too high-poly for a tee-shirt dress. In Marvelous Designer you should use a high particle count, as Mauvemorn pointed out. Don't worry if body parts that you know you'll delete later clip through. And your mesh hasn't been modeled in quads, either. Modeling in quads helps with the topology and a clean topology animates better and works with CAS sliders better. Marvelous Designer doesn't do a good job with topology and you have to do extra work to fix the mesh. At this point, since you're still learning. Don't worry about topology too much; just be sure to model in quads. Here's an example of bad vs. good topology. Note how jagged all of the edges are in the bad topology example.
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Post by mauvemorn on Oct 5, 2021 13:59:48 GMT -5
Hi. Please always provide the blend file, we cannot accurately determine what is wrong from just a picture. Judging by the garment in the package, you should just smooth the weights in that area more
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Post by ibaada on Oct 5, 2021 21:48:08 GMT -5
Thank you all!! It seems like there are still a lot of things I need to learn! That bad topology example literally looks like my mesh..lol... I attached the link for the blend file below! T dress blender fileI saved that file right before transferring weight EA mesh to my mesh and I didn't save the file when I transferred weight cuz it looked weird like the picture I attached above. Thank you!
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Post by ibaada on Oct 5, 2021 21:52:46 GMT -5
And I didnt transfer any EA mesh weight to my mesh when I made te package! I just wanted to see what it would look like in game and it looked still weird but kinda worked.. I think?
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Post by Fwecka (Lolabellesims) on Oct 5, 2021 22:16:14 GMT -5
For what it's worth, I have a tutorial I put together for myself that you may find useful. I put the link in my signature. As for topology, Mauvemorn has some excellent videos on that topic. Using Zbrush is the easiest. You can...um...find...copies of Zbrush online. Don't feel bad about how confusing everything is at first. I went through this too (you can look at my old posts to see what a derp I was; if it weren't for Mauvemorn I would not have learned anything). Many people want to jump right in with CAS items but CAS items are more complicated than objects. CAS items have to morph with CAS sliders and CAS items must undergo a lot of animation in the game. There is nothing in the game that is more animated than a sim so naturally, anything attached to the sim must be weighted properly. Weights can be tricky if the shape of the mesh is loose, drapey, puffy, etc. I'm working on a mesh conversion now, and the pants are puffy so the weights did not transfer well. I'm going to have to fight this mesh, looks like.
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Post by ibaada on Oct 6, 2021 3:05:10 GMT -5
It's so frustrating when the clothes looks normal in S4S but looks amazingly wrong in game!! Thank you for the link fwecka :D!!
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Post by mauvemorn on Oct 6, 2021 3:07:25 GMT -5
And I didnt transfer any EA mesh weight to my mesh when I made te package! I just wanted to see what it would look like in game and it looked still weird but kinda worked.. I think? You already transferred the weights. There is a skeleton ( rig) in the scene made of bones. "Weight" is a value that defines how much a bone affects a vertex. For example, if the vertex is affected by toe and foot bones equally ( 0.5 each), when a sim stands on tip-toes, it will move with both bones.
Yes, you just need to smooth the weights under armpits then apply pose as rest pose. It is shown at the end of the tutorial
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