|
Post by SapphireMoon on Sept 11, 2022 14:10:06 GMT -5
|
|
|
Post by mauvemorn on Sept 11, 2022 15:58:48 GMT -5
Hi. Two causes: 1). When you transfer weights or uv_1, there must be no doubles on your mesh. You can see the rips clearly in the chest area in uv_1. 2). Use Limit total after transferring weights. Each vertex can be affected by no more than 4 vertex groups, the rest s4s will delete and normalize the weights. This is what happened in the chest area You'll have to join everything back, remove doubles, use Limit total, re-transfer uv_1. Two more things: - bigger uvs in uv_0 = better texture quality. You can move the uvs of the strips at the bottom and along the collar to the side and make all uvs of the garment bigger; - the more body you'll delete, the more space you'll have for the garment's uvs.
|
|
|
Post by SapphireMoon on Sept 12, 2022 14:52:35 GMT -5
Hi. Two causes: 1). When you transfer weights or uv_1, there must be no doubles on your mesh. You can see the rips clearly in the chest area in uv_1. 2). Use Limit total after transferring weights. Each vertex can be affected by no more than 4 vertex groups, the rest s4s will delete and normalize the weights. This is what happened in the chest area You'll have to join everything back, remove doubles, use Limit total, re-transfer uv_1. Two more things: - bigger uvs in uv_0 = better texture quality. You can move the uvs of the strips at the bottom and along the collar to the side and make all uvs of the garment bigger; - the more body you'll delete, the more space you'll have for the garment's uvs. Thank you so much for your help! And especially thank you for the UV space advice. That's been one of the hardest things for me to learn.
|
|