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Post by mandymayari on Mar 3, 2020 18:44:17 GMT -5
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Post by mauvemorn on Mar 4, 2020 6:04:50 GMT -5
Hi. Clothing with loose armpit areas should be made with arms downYou can try manually changing the weights like this, but it would be faster to just change the avatar, run the simulation with hands down and re-do the rest
Also, you should delete all parts of the t-shirt hidden by the shirt. It does nothing but takes up the uv space and increases polycount
The mesh should be vertex painted with 00FF00. That yellow is, first, not used any more (the developers changed it to 3FFF00), second, was meant for skirt-like bottoms and area between breast ( is still meant for this, just a different color)
Never use edge split modifier. It just chops up the mesh all types of ways that will affect how it is shaded. S4S studio will split the mesh along its uv island borders when you import it in the package.
uv_1 is messed up. Use Nearest face interpolated instead of the default option and transfer the uvs from a mesh that does not have doubles removed along the seam that is the uv border in the uv_1
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Post by mandymayari on Mar 4, 2020 18:13:25 GMT -5
Yes, I originally made it with the arms down and tried manually painting the weights to fix the armpits.
I'm gonna try to fix the UV 1 and everything else now to see if it gets better.
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Post by mandymayari on Mar 4, 2020 20:31:30 GMT -5
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Post by mauvemorn on Mar 5, 2020 5:24:07 GMT -5
What do you mean " don't glitch with the spine"? You should be painting that protruding area under armpits and hope it will go away when arms are down
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Post by mandymayari on Mar 6, 2020 0:41:44 GMT -5
Okay, so the protruding part is what I meant, I was having a hard time figuring out if I should paint it with shoulder twist or upper arm weight, I paint it in blender and then when I open it in game it's still sticking out
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Post by mauvemorn on Mar 6, 2020 4:06:09 GMT -5
Well, as I said, you will waste your time by trying to fix this through weight editing instead of re-doing the mesh in MD
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