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Post by cinnasims on Feb 9, 2022 23:00:22 GMT -5
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Post by mauvemorn on Feb 10, 2022 2:53:06 GMT -5
Hi. You need to give access to anyone with a link for us to download. RMB- Click on the file, choose Share, then Change. No need to repost the link, just inform us.
Anyway, you are most likely choosing a reference that is too short. Choose the one of a similar length
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Post by cinnasims on Feb 10, 2022 3:45:53 GMT -5
I just updated the links! I am making a skirt, and chose a longer one for reference. I will try another reference that is shorter to see if that works. Also, do you have any general tips for choosing references, or a link to where I could find some? I feel like i'm not the greatest at that step, lol.
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Post by cinnasims on Feb 10, 2022 4:37:26 GMT -5
tried a different reference and it worked completely! tysm for the help
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Post by mauvemorn on Feb 10, 2022 11:25:43 GMT -5
I've checked the file and there are a few moments that are not related to the issue you addressed but should be avoided in the future: - when you close holes, make sure to not only shrink the selection but collapse it. This will reduce the polycount of the created geometry by half. How to close holes: - Switch to Edit mode ( TAB ), switch to Edge select ( 1 ), select the border edge loop ( 2 ) by Alt-RMB-clicking on it; - Press E to extrude, S to scale, scale it down ( 3 ); - Press Alt M and choose Collapse ( 4 ); - Switch to Vertex select, select the vertex in the middle of created geometry, optionally move it up a bit, press Shift NumPad7 to align the view parallel to it; - Select - Select More/Less - More ( 5 ); - Shading / UVs - UV Mapping - Unwrap - Project from view* ( 6 ); - In UV editor scale it down ( S ) and put somewhere in the extra area; - Select the same border edge again and mark it as Sharp* ( 7 ). - when you delete the area of the body covered by the garment, you should put uvs in the freed space. You should always prioritize this space. In your case, there is more space there than in the extra area, so the uvs will be bigger and the quality better; - and speaking of space, making the garment from smaller pieces will allow you to utilize it more efficiently. This ruffle at the bottom that makes a long uv island could have been split in two; - when you paint the garment with two colors, you want there to be a smooth transition between them. You don't want the whole skirt to be painted with 3fff00 because it will morph very differently from the body underneath that is painted with 00ff00. So you can paint the top of the skirt with 00ff00, the rest of it with 3fff00, then smooth the transition ( Paint - Smooth vertex colors); - if you were to look at the skirt in the object mode, you'd see dark shadow along the bottom and top edges. This will not only translate to ts4 but textures as well. You should split those sharp edges before baking textures and making the final import in s4s; - you should do thinks like this: clone an item similar to yours, export the blend, open it, then import the obj from MD. The scene exported from s4s is set up differently, it contains the rig with body parts and its word settings are different, otherwise the texture bake will be too dark and ts4 may act up if the blend contains no body parts ( they are not imported in s4s but ts4 does not like when there is something wrong with them)
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