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Post by mortygoth on Jul 7, 2020 7:38:20 GMT -5
for some reason, my top keeps showing burned back. I've tried to remove double vertex but It got worse. FYI, only thing I applied modifier is "sodify" to fill empty surfaces. (there was no use backface culling in CAS) I'd really appreciate it If you check my files out. package blender P.S: I never use MD bc all tutorials suck. videos always start in speed modeling except what I wonder or need to know. they might not want to show consideration for beginners like me haha-
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Post by mauvemorn on Jul 7, 2020 8:36:27 GMT -5
Hi. Clone any shirt and check what its uv_1 map looks like. Yours is shrank vertically. Make sure to check all cc on how it morph in CAS, you would have noticed that it does this oddly. Another thing you should always check is how the mesh animates. The decimate Modifier ruined the pants's topology to an extent that they do not bend in the knee area smoothly UVs that were generated in the default square space will stretch once you apply rectangular TS4 textures. You need to bring them back to their original size with S Y 0,5 before placing. All parts of the body covered by clothing should be deleted. Never use Make blank button. It removes maps from the package thus disrupting it and causing all types of issues. Some items are split into multiple meshgroups to tune each of them differently. Eyewear is split into two to change a shader for lenses that enables transparency. Most other items are split to make sure they interact with other CAS items properly through Region map. The apron you cloned is split into 8 meshgroups and tuned to hide tall boots, arm bracelets and necklaces. Since you are not splitting you mesh to serve the same purpose, there is no point in splitting it at all. Delete s4studio_mesh_4-8, join the remaining three into one, delete extra bones*, change cut number to 0000, clone ymBody_EF01SwimsuitOnePiece, import the blend there. * When you import something affected by skirt or foot bones in the package started from something that is not, you or people using your cc might get distortions. In your case these bones can be deleted. 1). Add Armature modifier unless it is already added, Assign rig; 2). Click on the small + button, type in skirt / foot / toe, select each vertex group and delete it with the big - button to the right; 3). Switch to Weight paint and click on Normalize all.
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Post by mortygoth on Jul 7, 2020 9:56:49 GMT -5
Hi. Clone any shirt and check what its uv_1 map looks like. Yours is shrank vertically. Make sure to check all cc on how it morph in CAS, you would have noticed that it does this oddly. Another thing you should always check is how the mesh animates. The decimate Modifier ruined the pants's topology to an extent that they do not bend in the knee area smoothly UVs that were generated in the default square space will stretch once you apply rectangular TS4 textures. You need to bring them back to their original size with S Y 0,5 before placing. All parts of the body covered by clothing should be deleted. Never use Make blank button. It removes maps from the package thus disrupting it and causing all types of issues. Some items are split into multiple meshgroups to tune each of them differently. Eyewear is split into two to change a shader for lenses that enables transparency. Most other items are split to make sure they interact with other CAS items properly through Region map. The apron you cloned is split into 8 meshgroups and tuned to hide tall boots, arm bracelets and necklaces. Since you are not splitting you mesh to serve the same purpose, there is no point in splitting it at all. Delete s4studio_mesh_4-8, join the remaining three into one, delete extra bones*, change cut number to 0000, clone ymBody_EF01SwimsuitOnePiece, import the blend there. * When you import something affected by skirt or foot bones in the package started from something that is not, you or people using your cc might get distortions. In your case these bones can be deleted. 1). Add Armature modifier unless it is already added, Assign rig; 2). Click on the small + button, type in skirt / foot / toe, select each vertex group and delete it with the big - button to the right; 3). Switch to Weight paint and click on Normalize all. Using MD is only way to morph appropriately? If so, that doesn't sound like fun.🤮
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Post by mauvemorn on Jul 7, 2020 9:58:17 GMT -5
MD has nothing to do with it at all, where did you get that from?
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Post by mortygoth on Jul 7, 2020 10:06:17 GMT -5
MD has nothing to do with it at all, where did you get that from? from your lines: "Make sure to check all cc on how it morph in CAS, you would have noticed that it does this oddly." then I thought reason why mine looks odd is my modeling issue, and most simmers use MD.
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Post by mortygoth on Jul 7, 2020 10:09:00 GMT -5
MD has nothing to do with it at all, where did you get that from? *simmers -> creators
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Post by mauvemorn on Jul 7, 2020 10:30:48 GMT -5
No, it's because you shrank the uvs to fit in the uv space when they should not. As I said, check what a uv_1 map of any maxis item looks like and you'll see that it is partially outside of the uvs space. After you combine all meshgroups, switch to the uv_1 map, select everything with A, delete the image in the background if you have it set up, press S X 2, then G X -128. It will come back to the original place. There is no need to scale it down
It makes no difference where you create you garment
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Post by mortygoth on Jul 8, 2020 5:03:32 GMT -5
finally! finally! FINALLY !!!!!!!!!!!!!!!!!!!!!!!!!!! just removed duplicate vertex 1 by 1 and It really worked! in a nutshell, I won't apply solidify FOREVER and EVER! regardless of this; mauvemorn, thanks for all your help
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Post by mortygoth on Jul 8, 2020 5:42:51 GMT -5
Hi. Clone any shirt and check what its uv_1 map looks like. Yours is shrank vertically. Make sure to check all cc on how it morph in CAS, you would have noticed that it does this oddly. Another thing you should always check is how the mesh animates. The decimate Modifier ruined the pants's topology to an extent that they do not bend in the knee area smoothly UVs that were generated in the default square space will stretch once you apply rectangular TS4 textures. You need to bring them back to their original size with S Y 0,5 before placing. All parts of the body covered by clothing should be deleted. Never use Make blank button. It removes maps from the package thus disrupting it and causing all types of issues. Some items are split into multiple meshgroups to tune each of them differently. Eyewear is split into two to change a shader for lenses that enables transparency. Most other items are split to make sure they interact with other CAS items properly through Region map. The apron you cloned is split into 8 meshgroups and tuned to hide tall boots, arm bracelets and necklaces. Since you are not splitting you mesh to serve the same purpose, there is no point in splitting it at all. Delete s4studio_mesh_4-8, join the remaining three into one, delete extra bones*, change cut number to 0000, clone ymBody_EF01SwimsuitOnePiece, import the blend there. * When you import something affected by skirt or foot bones in the package started from something that is not, you or people using your cc might get distortions. In your case these bones can be deleted. 1). Add Armature modifier unless it is already added, Assign rig; 2). Click on the small + button, type in skirt / foot / toe, select each vertex group and delete it with the big - button to the right; 3). Switch to Weight paint and click on Normalize all. I'll keep everything you said in my mind next time! you made my knowledge more satisfied. thanks again :D
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