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Post by wwzone on Jun 2, 2020 9:46:00 GMT -5
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Post by mauvemorn on Jun 2, 2020 10:15:50 GMT -5
Hi. Try transferring a uv map to the top only, no body, with Nearest face interpolated instead of the default option
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Post by wwzone on Jun 3, 2020 8:51:59 GMT -5
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Post by mauvemorn on Jun 3, 2020 14:02:56 GMT -5
Another thing can be weights. Share blend and package files please
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Post by wwzone on Jun 4, 2020 3:53:48 GMT -5
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Post by mauvemorn on Jun 4, 2020 9:05:29 GMT -5
The uv_1 map did not transfer at all. Was the reference mesh visible? Did you apply the modifier in Object mode? The mesh is also not vertex painted, it does not morph. The weights did not transfer at all. The buttons are unnecessary high poly. The mesh has no cut number or type. See dark shadows along sharp edges? These edges should be split to avoid that. Some uvs are in the place meant for bottomsIs the blend you shared the one you imported in the package? - this is how you can reduce the polycount of buttons 1). enable sync 2). switch to vertex select 3). holding Ctrl, lasso-select everything that is unnecessary; 4). in 3d view press Delete and choose faces 5). select everything but the outer edge loops 6). Select - select less/more - less 7). in 3d view press Alt M and choose collapse. Make sure to click uvs 8). to reduce polycount of buttons even further, select the inner loop and deselect every fourth vertex. Once done, press Alt M and collapse. Do the same for the outer edge loops 9). weld these vertices by Ctrl-selecting them and W - weld - transfer a uv_1 first from the top in the rig ( make it visible and selectable first); - you can also transfer weights from it, select the top first, shift-select the garment, transfer weights, use clean, then limit total with the following settings - vertex paint the mesh with 00FF00; - split those sharp edges ( Shift-Alt click on them to select, Mesh - Edges - Edge split; - change type and cut number to geome and 0000; - clone a bra, import the blend there New blend
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Post by wwzone on Jun 8, 2020 4:14:02 GMT -5
Thank you, for the first time everything worked out, BUT I DECIDED TO REMAKE IT . The weight of the top is no longer tolerated when I put By name, as you said. How did you fix it? * Yes, this blend file was't in the package file, I understood that my problem is somewhere deep.
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Post by mauvemorn on Jun 8, 2020 8:28:57 GMT -5
What do you mean it is no longer tolerated? The mesh is flying in-game? You must finish all steps in the process of weight transfer. Use Clean and Limit total
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Post by wwzone on Jun 9, 2020 1:06:04 GMT -5
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Post by mauvemorn on Jun 9, 2020 6:39:39 GMT -5
Do not transfer weight to the body, they will be messed up in the finger area because those are too close to each other. 1). Select a face on each arm, the front and the back parts of the body. Press Ctrl L to select the rest of the upper body. Press Delete and choose faces; 2). Delete all vertex groups; 3). Make top under rig visible and selectable. Select it, Shift-select your garment. Switch to Weight paint, click on Transfer weights. Choose Nearest Face interpolated, By Name, All Layers. DO NOT pay attention to what the mesh looks like in the viewport. Click on Clean and choose All Groups, this is crucial. I only just now noticed that I put the arrow to Levels instead of Limit total in the original pic. So click on Limit total and choose 4.
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