Post by mauvemorn on Oct 9, 2022 6:03:17 GMT -5
Hi. Your choice of the item to learn the basics of cc making is very unfortunate in a sense that you, unbeknownst to self, created a lot of issues that are not easy to fix. So it would be best to postpone finishing this project and learn the basics of cc making on a more simple garment (like a tank top).
The item would need to be re-done:
- go back to MD and either change the topology to quads and keep Particle distance high or retopologize the mesh;
- clothing with loose sleeves must be made with arms down and that is a whole another level of headache;
- close holes by extruding and collapsing them, then unwrapping;
- 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 ).
- all parts of the body covered by clothing must be deleted;
- you should utilize the uv space more efficiently because bigger uvs = better texture quality;
- right now the item is vertex painted with one color and has no proper uv_1 (will morph all types of ways), it also has very patchy weights (will move badly). Choose a maxis dress that is of the same length as yours ( cfBody_EF18DressPleated, for example) and transfer all the data from it with the following settings:
- when you close holes, you create sharp edges that need to be split;
- you have the ability to control where the arms are in space but s4s does not offer an easy way of doing it. So you would need to either clone something that is as puffy as your dress or use S4 CAS tools to do that.
The item would need to be re-done:
- go back to MD and either change the topology to quads and keep Particle distance high or retopologize the mesh;
- clothing with loose sleeves must be made with arms down and that is a whole another level of headache;
- close holes by extruding and collapsing them, then unwrapping;
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 ).
- all parts of the body covered by clothing must be deleted;
- you should utilize the uv space more efficiently because bigger uvs = better texture quality;
- right now the item is vertex painted with one color and has no proper uv_1 (will morph all types of ways), it also has very patchy weights (will move badly). Choose a maxis dress that is of the same length as yours ( cfBody_EF18DressPleated, for example) and transfer all the data from it with the following settings:
- when you close holes, you create sharp edges that need to be split;
- you have the ability to control where the arms are in space but s4s does not offer an easy way of doing it. So you would need to either clone something that is as puffy as your dress or use S4 CAS tools to do that.