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Post by pandacookiesims on Feb 18, 2020 0:19:32 GMT -5
I recently made several items in CLO3D and tried to mesh them using blender 2.79. However, the in game quality is terrible. There are morphs on some items and it looks like the weight didn't transfer properly, however, I don't typically have this problem. blend filepackage file
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Post by menaceman44 on Feb 18, 2020 16:53:45 GMT -5
I'm not sure what the problem is. I thought it could be your uv_1 but that looks okay as far as I can tell. Are you aware however that when viewed from above there is a hole in the chest where the fabric meets the breasts? You could try triangulating your mesh before you import it to Studio and see if that makes any difference.
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Post by pandacookiesims on Feb 18, 2020 19:47:22 GMT -5
I'm not sure what the problem is. I thought it could be your uv_1 but that looks okay as far as I can tell. Are you aware however that when viewed from above there is a hole in the chest where the fabric meets the breasts? You could try triangulating your mesh before you import it to Studio and see if that makes any difference. I'll convert from tris to quad in blender. CLO had a recent update and it isn't really allowing for meshes to quadrangulate cleanly in program. That may be affecting the OBJ format.
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Post by mauvemorn on Feb 20, 2020 12:13:57 GMT -5
Hi. The problem is in the Data transfer settings You should choose Nearest Face Interpolated You really don't need those extra edge loop along seams. They do nothing but increase your polycount.
By default UV space is square ( 1:1 ), but TS4 textures are not ( 2:1 ). UV islands that were generated in the square space will become stretched vertically when rectangular textures are applied. To bring them back to their original size, select everything in UV Editor, press G Y 0.5
You can just put identical UV islands on top of each other, just make sure to move them to the side before baking textures Here's an example. You can place them even more efficiently and make them larger if you split those big UV islands in half in CLO3D and put them on top of each other
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Post by pandacookiesims on Feb 20, 2020 18:03:01 GMT -5
Hi. The problem is in the Data transfer settings You should choose Nearest Face Interpolated You really don't need those extra edge loop along seams. They do nothing but increase your polycount.
By default UV space is square ( 1:1 ), but TS4 textures are not ( 2:1 ). UV islands that were generated in the square space will become stretched vertically when rectangular textures are applied. To bring them back to their original size, select everything in UV Editor, press G Y 0.5
You can just put identical UV islands on top of each other, just make sure to move them to the side before baking textures Here's an example. You can place them even more efficiently and make them larger if you split those big UV islands in half in CLO3D and put them on top of each other
Thanks. I'll use those data transfer settings from now on. Also, if I place the identical UV islands on top of each other for baking, will that affect how I edit my textures? For instance, If I want to place pattern, words, or graphics on my textures and the uv islands are overlapping will it be displayed on both uv islands or just the one of top?
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Post by mauvemorn on Feb 21, 2020 4:17:06 GMT -5
It will be displayed on both. There is no "on top" in the 2d space, like, there is no height, only width and length.
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