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Post by tehhi on Aug 17, 2017 11:16:28 GMT -5
Hi! I have some issues with my pants. Everything works fine when sim is slim, but when he's fat i have clipping issues and distorted shape. I tried absolutely everything, watched and read all tutorials here, remade everything from scratch many times (including uv_1 and weight transfer) - but still the same story. Any help, pretty please?
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Post by elbells on Aug 17, 2017 11:22:38 GMT -5
I have had the same problem with this and I still have found no conclusion if I do I will be sure to let you know I have searched lots and am still searching good luck to us both
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Post by inabadromance on Aug 17, 2017 17:20:28 GMT -5
Hi please share the package and blend files so someone can take a look them.
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Post by tehhi on Aug 17, 2017 17:46:51 GMT -5
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Post by Feyona on Aug 18, 2017 5:49:06 GMT -5
Hi tehhi. I checked uv_1, it seemed look good but I decided to try transferring again using a tip from SLYD's tutorial (subdividing reference mesh). Seems it helped and seems there is no more clipping when using sliders. This is the fattest morph + muscles + widened waist. Regarding triangulated areas on the legs, I think you will need to re-cut polygons to get rid of these triangles on the sides.
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Post by tehhi on Aug 18, 2017 6:05:50 GMT -5
Feyona, thank you so much! but i used slyd's tutorial... May be i chose wrong reference? I copied three nude bottom parts (under the rig), joined the together, subdivided and then made transfering, after that i deleted this reference.
Could you explain, please, why these triangulated areas are bad?
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Post by Feyona on Aug 18, 2017 7:22:06 GMT -5
I exported nude bottom to transfer weights from. I think it's the same as nude bottom. Not sure why we got different results... Regarding triangles it's more a scientific guess. I worked once with dress made in MD (non retopologized) and it had the same problem, I cut polygons on the sides similar way as in EA's mesh, transferred uv_1 again again and triangles stopped poking from the sides.
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Post by tehhi on Aug 18, 2017 8:26:10 GMT -5
Feyona, i see, thank you! I'll fix triangles then and try to do everything from scratch.
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Post by Feyona on Aug 18, 2017 8:27:25 GMT -5
tehhi, good luck! Uv_1 is a devil :D.
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Post by tehhi on Aug 18, 2017 10:50:22 GMT -5
I remade my pants three times - the same clipping issues. They work bad even for skinny sims with big butts.
P.S. should we edit uv_1 manually? i mean organazing all these chaotic vertexes
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Post by Feyona on Aug 19, 2017 5:38:23 GMT -5
I don't think it's possible to make perfect uv_1 manually, but I am not an expert in this field, so may be you'll be able to achieve desired result. Have you tried choosing different settings while transferring uv_1? I can share .blend that I edited, but it doesn't have perfect uv_1 either. Some polys on the sides didn't get unwrapped.
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Post by tehhi on Aug 19, 2017 6:51:18 GMT -5
Different settings for uv_1? No, i didn't try. I just followed this tutorial.
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Post by Feyona on Aug 20, 2017 3:38:03 GMT -5
tehhi I mean trying different settings from this menu. Also, may be try transferring uv_1 from another mesh? Something like jeans or pajama pants.
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Post by tehhi on Aug 20, 2017 3:46:05 GMT -5
But i don't know anything about these settings, and as I see in tutorials people don't use them... I tried transfering from jeans and from pajama and nothing :( Probably i created mystical pants :(
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Post by Feyona on Aug 20, 2017 4:02:35 GMT -5
I think it won't hurt trying. Every mesh is slightly different. Also I got one more idea, you can try subdiving reference mesh not by applying modifier, but on a tool panel. It will split every polygon in half or more parts and will have different topology that you get when using subdivision surface modificator, so it will give you slightly different uv_1. I don't know if it helps but it worth trying.
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