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Post by sunnyshov on Feb 10, 2022 21:05:05 GMT -5
Okay! Let me start off with the things I know are wrong with it (but don't know how to fix them): - (I believe) I used something with more cuts than I should have for the reference (but I'm not sure how to tell how many cuts there are/how to pick a better reference) - I think this has lead to the white spot on the fingers of my mesh that glitch out in game
- I believe I'm supposed to use 2+ (?) vertex paint colors for dresses, but I'm unsure which colors (currently its only 00ff00) and where to put the other ones. Thank you!!!!! <3 package file (mf)
blender file (mf)
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Post by Silerna on Feb 11, 2022 8:26:17 GMT -5
Okay! Let me start off with the things I know are wrong with it (but don't know how to fix them): - (I believe) I used something with more cuts than I should have for the reference (but I'm not sure how to tell how many cuts there are/how to pick a better reference) - I think this has lead to the white spot on the fingers of my mesh that glitch out in game
- I believe I'm supposed to use 2+ (?) vertex paint colors for dresses, but I'm unsure which colors (currently its only 00ff00) and where to put the other ones. Thank you!!!!! <3 package file (mf)
blender file (mf)
Ok, There's alot of things you can fix :D. Here's what I saw and fixed in your mesh : - As you said, The vertex paint. Mostly you need 2 colors for full body outfits. But this only applies for long dresses. So just paint everything with #00FF00. If you wish to make a long dress in the future. The upper body must be #00FF00 and lower #3FFF00, A slightly more yellow. But now the painting is correct.
- I moved the right part of the dress in the UV slightly to the left. It fell of the body section, and it might cause trouble. You have to export your UV again.
- Deleted the ref mesh, the second rig because you only require one.
- Removed more of the body mesh, because I saw it clipping through on some places. You always have to delete as much as you can.
- Appended a mesh with only 1 group. A sweater dress from the base game that looks a bit like your mesh. Transferred the weights from it and saved the mesh. More about this, in this amazing tutorial
- I had to clone a new mesh again with 1 only group. Named it the same as your package file. Best to clone Lingerie, Bra's , underwear or something . They all have 1 group. Because you used a mesh with more groups (I assume) you get the finger problem.
- Imported the mesh, made all maps blank except the Diffuse. Changed the category to short dress ( you have to the rest yourself 😊)
Test it in game! And then we got this!
Here you go www.simfileshare.net/download/2970312/Mesh : drive.google.com/file/d/1qTd2rQ9o7D4XuaZtKAfC9J_REKh5NcSV/view?usp=sharing
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Post by mauvemorn on Feb 11, 2022 14:14:20 GMT -5
Hi. When you have doubts about how something should be done, clone a similar to yours item and study it. 1). The suggested above outfit is a bit shorter than yours which will result in two things: - the bottom of your garment will get the data from legs instead of the skirt; - it is not long enough to be affected by skirt bones while the item you previously used as a reference was. There is no need to re-transfer the weights, but if you were to do it, you'd need to delete all vertex groups first and separate the body. If you do not delete the weights and introduce skirt bones to the package, you or people using your cc might get this issue on the highest graphics settings. If you will not separate the body, the weights in the finger area might transfer in a way that is not ideal. For that reason it is best to never overwrite any data of the nude body; Instead you can clone DressPanels, which is affected by skirt bones. Or you can just delete skirt bones and cone the suggested above item. How to check how many meshgroups every lod has: always export all blend of the item you cloned to start the package. How to choose the item to clone: chose something that looks like yours overall shape-wise(not texture/fine details wise). For example, if the dress reaches mid-thighs, it will be affected by skirt bones. If the item has long sleeves, it will be made of many meshgroups to hide accessories. 2). If the outfit has a skirt-like bottom and reaches the groin area, the bottom must be vertex painted with 3fff00, otherwise you will get the depression between the legs like this 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 3). You have 0 value vertex groups in different areas, go to weight paint, choose Clean, choose All groups; 4). Make sure to always split sharp edges before baking texture or making a final blend or you'll get dark shadow along them
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