|
Post by network on Mar 5, 2020 8:19:28 GMT -5
Hey there, first time poster here so sorry if this is obvious! I've checked the pinned post but can't find a fix Basically, I'm very new to doing anything with meshes, and I was nearly finished modifying a shirt when I noticed these strange patches on the chest of the shirt. {} At first I thought it was the specular map, so then I used a plain black map with a mask for my new mesh, but the issue persisted. It doesn't seem to be caused by the shirt being too tight fitting as it also occurs on men. The glitch doesn't show up in the S4S preview, which is why I initially guessed that it was a specular issue. I'm viewing it with HQ enabled but all my textures and maps are 2048 x 4096 and my mesh has been HQ converted so I presume that doesn't matter. This is what my texture looks like: {} Any advice you can give to help fix this would be much appreciated
|
|
|
Post by mauvemorn on Mar 5, 2020 8:31:45 GMT -5
Hi. This is not a texture related issue. This is one geometry clipping into another. Can happen for a number of reasons: - You did not delete the body under the garment; - you started a package from something that has more meshgroups than the blend file you import in the package ( most likely this one ). For example, you clone a t-shirt, export the blend file, there's 3 meshgroups. Each of them has different cut numbers. You proceed to merge or delete them and are left with only one meshgroup. When you import this blend in the package, only one meshgroup ( the one with corresponding cut number )is being replaced while the rest stay; Also, judging by the fact that your shirt did not morph, it is either not vertex painted with 00ff00 or has no proper uv_1 map
|
|
|
Post by network on Mar 5, 2020 14:38:22 GMT -5
Hi. This is not a texture related issue. This is one geometry clipping into another. Can happen for a number of reasons: - You did not delete the body under the garment; - you started a package from something that has more meshgroups than the blend file you import in the package ( most likely this one ). For example, you clone a t-shirt, export the blend file, there's 3 meshgroups. Each of them has different cut numbers. You proceed to merge or delete them and are left with only one meshgroup. When you import this blend in the package, only one meshgroup ( the one with corresponding cut number )is being replaced while the rest stay; Also, judging by the fact that your shirt did not morph, it is either not vertex painted with 00ff00 or has no proper uv_1 map Thank you, I've managed to get it working
|
|