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Post by kotii on Apr 9, 2017 23:53:10 GMT -5
I have been following this tutorial here to create a dress from scratch. I've made my mesh in Marvelous Designer 5, but I got lost with the tutorial. She opens up milkshape and uploads a blue .dds file and puts a texture map on it. I haven't been able to continue further, I've only confused myself trying to follow other tutorials. I tried following Pxelz tutorial but I can't seem to follow as soon as she tells me to cover up the bottom & sleeves of the dress, it just clips and due to the high poly count I have I had to make it lower and that step just made a huge mess of the dress. I hope someone can help.
fixedHi, so the above issue was resolved! I am now at the UV Mapping stage and I have run into a problem. The dress uploads in TS4 Studio fine and I uploaded the uv texture. But the dress itself in TS4 Studio has a weird texture of the skin and feet?? drive.google.com/drive/folders/0B0uUCD7hekM4QlFsRmN0Rld6RXc?usp=sharing
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Post by inabadromance on Apr 10, 2017 0:04:08 GMT -5
hi! Welcome to the forums! There's absolutely no reason to be using milkshape. The mesh can go directly from marv, to blender and into s4s. I suggest you reading some of the following links: - Marv, start to finish.- Clothing steps. I also suggest checking the tutorials he has on his tumblr (baking, smooth weight)
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Post by kotii on Apr 10, 2017 0:09:47 GMT -5
hi! Welcome to the forums! There's absolutely no reason to be using milkshape. The mesh can go directly from marv, to blender and into s4s. I suggest you reading some of the following links: - Marv, start to finish.- Clothing steps. I also suggest checking the tutorials he has on his tumblr (baking, smooth weight) Thank you so much for the links! I will give it a try
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Post by kotii on Apr 10, 2017 7:33:54 GMT -5
So I am following the Marv start to finish tutorial and I've been stumped on a certain step. In this step "In the panel between the UV editor and the 3D Viewer, click the "Tools" tab. Then look for the "Delete" button down at the bottom. Click it and a window will appear. Click "Faces" He tells us to delete these faces, but it removes the entire torso of the sim rather than only a selected few. It selects a portion of the uv map but in the first window everything is selected (which im guessing why the entire torso deletes). Please help XD
fixed
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Post by inabadromance on Apr 10, 2017 15:41:18 GMT -5
Your UV isn't in the same pase as your texture is. You have to move it to the correct part. Some other things to note: - weight transfer and uv_1 should not be applied to body parts, only to your mesh. Or you'll probably have neck seams that will cause to delete the body parts and re-append them again. - you're required to do vertex paint your mesh in order for sliders to work. - you're missing the uv_1.
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Post by kotii on Apr 11, 2017 9:52:51 GMT -5
Okay so I restarted from step one from owlplumbob's tutorial. I've stopped at this step:Now go back to object mode on your MD mesh. Right click the nude top/bottom/body so that both the MD mesh and the nude are selected, and then using the same steps as the appended mesh, join these two together. Go back into edit mode and you'll see something like this" I don't have an option to select top/bottom/body? There is bottom, teeth and head located in the rig but that's it. Also this will explain why the dress was missing the legs from the mesh..
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Post by inabadromance on Apr 11, 2017 12:40:02 GMT -5
The problem is that you need to clone an outfit not a top. Outfits have three groups, you should append your dress to the first group.
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Post by kotii on Apr 11, 2017 13:53:27 GMT -5
Okay I have fixed the weight, and the vertex. I'm back onto the UV step, for some reason when I merged the dress and the ea body, bottom, etc. the uv moved into separate layers.
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Post by inabadromance on Apr 11, 2017 14:47:29 GMT -5
you have to change your mesh's uv name before joining. from uvmap to uv_0. if the names don't match then they don't get merged.
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Post by kotii on Apr 11, 2017 15:06:33 GMT -5
Alright that's fixed now! But now I have a problem with the UV Map itself, now that they're in the same uv map layer, I'm not sure how to edit the dress with the ea body uv. Other tutorials show that they delete certain clumps of the ea body but this is a strap? So how can i put the dress uv onto the ea uv without it overlapping..
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Post by inabadromance on Apr 11, 2017 16:29:18 GMT -5
As i've mentioned earlier.. outfits are divided into specific groups (3, top thighs, and then calfs i believe). Why do you have everything joined into one? you have to leave it as it is and only edit the group you need to modify, without joining them. You'll have to open the original mesh and append your mesh again.
As for the UV, that's the thing with clothing, you have to work around it. You can either resize the UV on the Y axis and keep it with solid colors or move it to the extra parts space.
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Post by kotii on Apr 12, 2017 17:27:47 GMT -5
Okay so I re-started (many times), and I managed to follow the steps in Eliavah's tutorial 100% as well as the tutorial by owl plumbob. In S4Studios, the mesh turned up fine as well as the baked textures. But in game it turned out all wonky? I am not sure, but perhaps I did a step wrong regarding the UV map but I'm not sure what exactly since I've done it atleast 5 times over again. Here is a download link to the .blender file here
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Post by inabadromance on Apr 12, 2017 17:37:19 GMT -5
The preview from s4s will not display exactly how the item is going to look in game, specially if we're talking about weights and uv_1. I suggest you take a look at some of the tutorials that slyd has on his page for smooth transfer that can be applied to weight and uv_1.
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Post by kotii on Apr 12, 2017 17:39:02 GMT -5
The preview from s4s will not display exactly how the item is going to look in game, specially if we're talking about weights and uv_1. I suggest you take a look at some of the tutorials that slyd has on his page for smooth transfer that can be applied to weight and uv_1. You reply so fast.. I appreciate all the help you are doing! I'm currently looking at this tutorial and will update the thread soon on the progress!
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Post by Feyona on Apr 12, 2017 17:49:17 GMT -5
I'm seconding Inabadromance. Subdividing the mesh helps to achieve better results when it comes to uv_1 transfer. Much better results. They won't be perfect due to different structure of EA and MD meshes (polygons placed in a different way). MD meshes will morph differently unless you do retopology of the mesh (take a look here to see how another creator retopolgized custom mesh to adapt it for game standards). I haven't done it yet, and it's not a trivial task for beginner.
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