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Post by kishakotha on Dec 13, 2021 17:48:10 GMT -5
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Post by mauvemorn on Dec 14, 2021 7:23:23 GMT -5
Hi. Could you share the blend file and the package please for im not sure what exactly are you referring to
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Post by kishakotha on Dec 14, 2021 7:56:18 GMT -5
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Post by mauvemorn on Dec 14, 2021 9:07:40 GMT -5
Oh, my apologies, on mobile the picture looked cropped at the knees, i see what the problem is now, on pc So there are a few things: - the reference you used was a bit shorter than your dress. If you were to open the uv_1, you'd see that the uvs at the bottom are not looking as they should; - dresses are vertex painted with two color, the second color is meant for the skirt area and disables some sliders ( so that the skirt does not change depending on calf thickness ); 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 - this has nothing to do with the skirt, but it is always a good practice to remove all areas of the body the garment covers to prevent them from clipping into each other; - and if you have MD11, try their new retopology tool, this way the dress will be less high poly and move much nicer - also, instead of importing the obj into an empty scene, export the reference from s4s, open the blend, import the obj there. The game does not like when there are no body parts under the rig + the scene exported from s4s has a bit different shading and lightening situation going on, this way you would not need to wonder why your result looks differently then in tutorial
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