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Post by marinadelmar2000 on Nov 19, 2021 21:28:09 GMT -5
So there's this dress by Crispaulasims that i like a lot, the only problem is that the dress has a bunch of metallic roses where the string connects the front and the back of the dress, I managed to get rid of the roses and luckily there is an actual string underneath them, the only problem is it looks botched due to it not being intended for nothing else other than holding those flower accents. I really tried to make it work but i frankly suck at 3D modeling, massive admiration for those who are talented in that. Any help and or tips on how to make it look like the string is actually part of the dress and not just a paper cutout would be highly appreciated. 👁️👅👁️ Dress mesh:https://drive.google.com/file/d/1TYnRyUWUNC4jFmX69KLXUVzZpxZOIfgx/view?usp=sharing Thank you in advance.
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Post by Fwecka (Lolabellesims) on Nov 20, 2021 5:03:01 GMT -5
That dress has issues. First, it looks like it came straight out of Marvelous Designer and nothing was done to fix the topology. It's all in goofy triangles which makes it hard to work with. And, the polycount is excessively high. I'll tell you what I'd do. In the UV editor (it's located on the bottom), enable Keep UV and Edit Mode Mesh Selection in Sync. Now, you can see the UV islands without having to select anything on the mesh. Face-select in both the UV editor and in the 3D window. Hold shift and hover your mouse over each of the body's UV islands then press L. Use P to separate them. Object mode. Select the dress. Edit mode. Press Numpad 1 to enter user ortho view. To zoom in on a section select whatever you want to zoom in on and press the period key in the Numpad. If you want to make the strap wider you will have to move edges and/or vertices. Basically, pushing and pulling edges to get the shape you want. Enter edge select, hold shift + Alt and select the outside edges of the straps, and move them using G to widen the strap. In the front and in the back, the strap doesn't connect well with the dress. The only way I know of to fix it is to delete part of the area where it doesn't connect and extrude new faces with E. Merge vertices using Alt + M. Extruding adds new faces and doesn't mess up the UV layout. After adjusting join the dress with the body by shift-selecting both and pressing Ctrl + J. You'll have to adjust the other LODs, too. Mauvemorn says there's an addon that lets you edit multiple meshes at the same time, so you could import each LOD and fix the strap all at once. I haven't tried it yet. I guess you'll have to use decimate for the other LODs. It'll destroy the topology but the topology is already godawful. Hopefully, Mauvemorn will have better advice than what I've provided.
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Post by mauvemorn on Nov 20, 2021 9:33:51 GMT -5
Hi. Please be more specific what do you want the end result to be for the request can be interpreted in different ways. 1). The creator of the dress attached the strap to the rest of the dress the wrong way. You can easily fix it. If you want to make it thicker, fwecka explained how. If you want to add side faces, use Bridge loops; 2). There is no need to edit LODs because you will not see this from afar. There is also no need to fix anything else because this is not your mesh, you are not planning on sharing it with other people ; 3). Bear in mind that it will take a long time for the mesh to load in s4s because it is very high-poly; 4). I recommend to not download from this creator or anyone else whose content's polycount goes above 20k tris. No maxis mesh goes above 10k tris, the game is not made to render or load high-poly meshes fast. One 50k mesh may not make a difference but when your whole mods folder is filled with items like this, the game will take forever to load -select that edge that you can see where the strap is connected to the rest; - split it; - move each vertex away from the other. If you cannot select the vertex, disable Limit selection to visible; - enable snapping to vertex and snap them; - then you can select all 4 of them and remove doubles
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Post by marinadelmar2000 on Nov 21, 2021 4:17:27 GMT -5
Thanks a lot for the tips really did help me get to where i wanted with this horrifying cluster of triangles that passes off as a mesh. About the polygons I am also really weary about them because I know this creator to have a pretty ridiculously high polygon count, that's why I only have three cc pieces by them. Off topic, is there really any option to reduce the polygon count but to still keep the mesh looking alright? I know that I can reduce the poly count by just decimating it but then it ends up looking edgy in a bad way. Can I somehow subdivide it here and still have it look ok?? Thanks nonetheless :P
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Post by mauvemorn on Nov 21, 2021 4:27:12 GMT -5
There is, but that is something the creator must do in Marvelous designer or elsewhere. If you will do that, all other information will be lost.
You can get better results from decimate if you will remove doubles first. Deleting inner geometry in places where it is not visible will also help
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