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Post by chicenti on Nov 5, 2020 6:58:40 GMT -5
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Post by mauvemorn on Nov 5, 2020 8:23:41 GMT -5
This is a wrong color, the one you'd find in a place where one color blends with another. If you want to sample a color that will activate a skin-tight variation of deformation maps, you need to do it away from the skirt and breast area. This is where you can find 3fff00, a color meant for a robe-like variation. any other color you'll find on the clothing is the "in-between type" The uv_1 map must be transferred before you join the body with the garment. Choose the reference as Source object, set the rest like in the pic,apply I need permission to download the file. Make sure to enable sharing for everybody with a link
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Post by chicenti on Nov 5, 2020 10:22:31 GMT -5
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Post by dissia on Nov 5, 2020 14:31:09 GMT -5
Hi! I think your bake problem is because you subdivided your mesh, are you planning to make it transparent or something? If not it's better to just close holes in this mesh, without subdivision. It makes your mesh unnecessarily high poly
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Post by mauvemorn on Nov 5, 2020 16:08:33 GMT -5
No, polycount has nothing to do with it. 1). The mesh is vertex painted with the wrong color, sliders do not work properly. This is the reason; 2). You mesh still has inner geometry. Export it as thin; 3). Use Limit total after you transfer weights; 4). Never use Decimate modifier, it ruins everything
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