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Post by preslava on Jun 18, 2022 14:39:45 GMT -5
Is there a way to fix it? Thanks in advance!
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Post by mauvemorn on Jun 19, 2022 16:30:05 GMT -5
Hi. Please share the blend and package files. My guess is that you used Decimate modifier which ruined the topology
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Post by preslava on Jun 25, 2022 10:31:53 GMT -5
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Post by mauvemorn on Jun 25, 2022 14:45:26 GMT -5
Hi. Yes, its the decimate modifier. If you will play some leg bending animations or just change the pose, you'll see that the mesh looks even worse, so i advice to never use Decimate. Instead of using it, you should model in quads and keep Particle distance high or retopologize the mesha few more things: - it is best to not make those empty meshgroups, instead split the dress just like the original was. Otherwise you might get a spike like this- dresses should be vertex painted like this to prevent them from being affected by calf and feet morphs 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
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Post by preslava on Jun 27, 2022 3:17:44 GMT -5
Thank you so much ❤️
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