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Post by jlynch10 on Sept 24, 2022 3:59:21 GMT -5
Hi, I'm fairly new to creating clothes using MD and then importing them into blender. It is easy for me to do everything leading up to the baking method in Blender 2.79. I have noticed that the texture bakes with Black spots barely showing the white fabric that was used to initially make the mesh. I will attach everything down below from pictures to the actual blend files. Also, the original design in MD wasn't overlapping in the UV EDITOR. Thank you for helping me in advance. Honestly, if anything is wrong, please let me know. I NEED ALL THE HELP I CAN GET. If you can add pictures that would be highly appreciated imgbb.com/MZrXk5sThe blend file has already been weighted and vertex painted. easyupload.io/687dwd
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Post by mauvemorn on Sept 24, 2022 4:19:29 GMT -5
Hi. Can’t check the blend right now but: - see the camera icon next to cursor and eye icons? Disable it for all meshes in the scene (under rig, your reference) that can overlap with yours; - if the mesh has inner geometry, its uvs must be moved away
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Post by jlynch10 on Sept 24, 2022 5:18:44 GMT -5
Hi. Can’t check the blend right now but: - see the camera icon next to cursor and eye icons? Disable it for all meshes in the scene (under rig, your reference) that can overlap with yours; - if the mesh has inner geometry, its uvs must be moved away Hi! Thank you for responding. How do I remove the inner geometry?
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Post by mauvemorn on Sept 24, 2022 5:33:19 GMT -5
Did you export the mesh as thick from MD? Did you add inner geometry with Solidify or by duplicating and flipping the mesh? inner geometry should be added only where it is visible and it’s uvs must be moved away from the original.
Try selecting the whole mesh with A, then use Remove doubles with maybe 0,0005, until the inner side disappears. Then select everything again and Mesh - Normals - Recalculate outside
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Post by jlynch10 on Sept 24, 2022 12:35:27 GMT -5
Yes, I exported it Thin and did have inner geometry selected. I placed the mesh on the UV Template in between the arms and hands instead of placing it directly. I then put my reference mesh in just to transfer the weights. After that, I deleted the faces of the remainder UV to texture the mesh.
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Post by jlynch10 on Sept 24, 2022 19:38:25 GMT -5
Okay, I was able to fix the texture issue. I just started from the beginning. Can you tell me why the pinky finger would be affected by the mesh in game?
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Post by mauvemorn on Sept 26, 2022 14:17:21 GMT -5
Hi. Sorry for the wait, had no access to pc. To answer your initial question, the bake is dark because the uvs of the inner and outer sides of the shirt overlap. However, the upper body also clips into it. The picky finger distorts because you overwrote the weights on it. Other issues that are and are not related to problems at hand: - in MD do not use automatic retopology, it only makes things worse. Either change the topology to quads and keep Particle distance high or retopologize the mesh; - (related to the second problem) do not join the body with the garment until the latter is rigged, vertex panted and has uv_1. The nude body is already adapted to perfection, you should not overwrite any of its data; - (related to the first problem) do not add inner geometry everywhere, it is needed only in places where the absent inner side is visible. In your case it is needed only in the cleavage area; - (related to the first problem) all parts of the body covered by the garment must be deleted, otherwise they will clip into it, occupy valuable uv space and increase the polycount for nothing; - after doing the previous step, join the body with the garment and put the garments uvs in the freed space. Always prioritize the space where the body was unwrapped instead of the extra space to avoid conflicts with other cc; - disable rendering for the overlapping meshes before baking textures
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