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Post by arethabee on Apr 17, 2020 18:13:38 GMT -5
Hi! So I'm relatively new to cc making and i still have many things to figure out. So I used a dress as a base which had a wider skirt and i edited it to be tighter around below the knees. (i edited the top part of the dress too but my problem is not with that i guess) So when i go in game, the right feet is kinda sticking out so that part of the skirt is curling inside and sometimes seems like a spot is sticking out (i am having this sticking out problem with another dress too at almost the same part except it is shorter). I am not sure if this is about weights but when i redo the weight transfer it became worse so i kept the previous version. I removed doubles and did the edge split at the bottom of the dress. I only did the lod0 in this package by the way, since i couldn't fix the problem i didnt move on with the others. I am adding the pictures from cas and package and the blend file below. Also there is a bright patch at the very end of the skirts back but that's another problem... package file > www.mediafire.com/file/37i54ojkpvmjqzo/18.04_dress_mesh.package/fileblend file > www.mediafire.com/file/9avrnnvn4ic99r1/18.04_dress_mesh_lod0_.blend/file
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Post by nouchcka on Apr 18, 2020 4:17:01 GMT -5
Hello!
It looks like a weight problem, in other words, what seems to happen to your dress is that it was either: a) longer than what it should have been so it doesn't know what part of the body to follow or b) the weight for the dress could be messy
I may be wrong though!
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Post by mauvemorn on Apr 18, 2020 5:12:31 GMT -5
Hi. As Nouchcka said, this is a weight related issue but of a bit different nature. Whatever you import in the package should have the same vertex groups as the original that is being replaced. Your garment is affected by foot and toe vertex groups while the item you cloned to start a package is not. To my knowledge, there is no base game maxis item that has these vertex groups but is made of one meshgroup. The best solution would be to split the mesh the way it should be split and import it in the package started from the original garment you cloned to edit. Keep in mind that each meshgroup should have the same vertex group as a corresponding one that will be replaced, so the fastest way of removing unwanted ones would be with this addon ( just type 0 and click on purchase, it's free). Sometimes meshes have some random vertex groups in the list that have no influence on anything, I do not know if not having them will affect anything ( these distortions do not happen for everyone), but it's best to be safe than to have people tell you your garment distorts. Make sure to compare the list and add some of them Another thing, never use Make blank feature, it does not actually make maps blank, it just removes them. Import these maps instead ( while we're at it, you should always import a shadow map in dds, there is some new (?) issue that causes black lines to appear along the borders if the map is imported in png) New blend and package files, please check how the mesh is split and what vertex groups its meshgroups have
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Post by arethabee on Apr 19, 2020 12:53:46 GMT -5
First of all thanks a lot for your answers and help! I appreciate it. I still have a few questions though... : mauvemorn I checked the file you sent and what you did with the mesh, so thanks a lot for that! But I am a little bit confused because I made two long dresses cloning the same dress I did for this one (chemise) and didn't have any issues. That's why I didn't think the problem would be the cloned item. I am a little afraid that people might have a problem with those now even though I playtested and everything was fine? Also I think you already imported the blank maps but I did it again because there is a bright patch at the back of the dress in game (I actually had the problem before you sent these files with removed maps too) so I guess it's not about the specular, what could the problem be? And about saving the shadow map as a dds, i have a few content i shared with people and their shadow maps are saved as png. Should I update them with new maps saved as dds? Or this applies for new content? I saw someone saying they had that black lines kinda problem when they used the save the shadow as a dds file in the past so i am kinda confused. The last one for now promise hahah, I have a question about a different mesh, should I make a new thread for it? Sorry for tons of questions, I've been trying to figure so many things out by myself for a while now and finally being able to get help is awesome.
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Post by mauvemorn on Apr 19, 2020 14:54:52 GMT -5
This issue does not appear always and for anyone. However, if you do not see it in your game, someone else using the same cc of yours might see in their. I do not know what exactly is behind it ( as in what factor determines how the game will display it for me and someone else), unfortunately, but at least we know a solution.
About that spec in the back, interesting thing you found. Look at three gowns before it in the list and you'll see the same thing. Then hover over this area with a cursor and tadam! It does not highlight, the whole bottom row of faces! Maxis 0 : 1 you. The uvs in the uv_1 map are too low. Select the 0 meshgroup, switch to its uv_1 map, select all vertices but the top row, press S Y 0,3 ( just to be safe), then G Y 6.5. Save, re-import, check if it highlights. If not fully, raise a bit more.
About shadow maps, probably not. I do not see these lines on my old meshes and no one reported seeing them, so I assume, unlike those weight related distortions, this is something that happens to anyone and if you are not seeing it, no one else is
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Post by arethabee on Apr 20, 2020 23:34:04 GMT -5
mauvemorn Thanks so much for. It worked! Everything looks perfect now. And the final question, may I ask how the lods you made looks perfect? I use the tutorial on here and do it by decimating and my lods have gaps around them even though i haven't seen this on lods causing an issue in game i'm not sure. (btw the main issue is solved so i'll change the title)
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Post by mauvemorn on Apr 21, 2020 3:51:35 GMT -5
- I make sure that my lod0 has very good topology (I now prefer to retopologize manually); -I open lod1 file exported from the package, append the mesh from lod0 file, MARK ALL SPLIT EDGES AS SHARP ( Select everything with A, Select - Select boundary loop, Shading/UVs tab - Edges - Sharp, this will make it easier to select them later); - then REMOVE DOUBLES with Merge distance set to 0,0001. This is the reason you get holes, Decimate modifier retopologizes every separate plane individually); - then I select unnecessary edge loops and either delete them or merge them (Alt M menu, don't forger to enable "UVs" so that they get merged, too). Basically I remove all minor details and extra definition but preserve overall shape. You will have a hard time doing it on a maxis mesh since it is already truangulated and quadrangulation does not give good results. I fell like it would be easier to just frankenmesh lod1 meshes, too; - once done, I select one sharp edge (they are blue), then Select - Select Similar - Sharpness, then Mesh- Edges - Edge split
So, again, to avoid those holes, removed doubles first. To have an easier time splitting them again, mark them as sharp first
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Post by arethabee on Apr 22, 2020 17:54:22 GMT -5
It seems like everything worked out very well thanks to you, I really appreciate it!
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