Post by conceptts4 on Jan 12, 2021 13:22:41 GMT -5
So for the past week, I have been trying to figure out 2 things. 1) What reference mesh from EA will work with my open jacket mesh and 2) how to make an ENTIRE t-shirt transparent, not just part of it. I have to remake my t-shirt mesh bc it is clipping really bad in the game, but my jacket mesh is missed up bc I choose a bad reference mesh that makes the sleeves bulky and the chest smushed in. Can anyone help me or lead to make a REALLY GOOD tutorial to look at later when i come accross this problem again?
Hi. We would need to see the files and pictures to have a better understanding of the problem 1). Judging by your description, it seems to be more of a matter of settings for weights and uv_1 transfer rather then the reference;
2). When it comes to choosing a reference for this, you need something that is of the same length as yours, not identical in shape. What i mean is the following: - if your jacket does not go above the neck line ( where the head mesh starts ) or below the navel ( where the bottom mesh starts ), you should use the nude top as a reference. It does matter whether it is a bra, a jacket, a shirt with puffy sleeves, just so long it overlaps with the reference length-wise, use the nude top. - if the mesh goes above or below those lines, you need to include a body part that has the data you need. For example, if your mesh goes below, join the top with the bottom or use a swimsuit. If it goes above, join the reference with the head;
- if you are making something with a skirt-like bottom, make sure to choose something that is the closest in length to yours. There is a difference in how dresses/skirts and nude legs/pants are unwrapped, the is also a difference in how skirts of different lengths are rigged
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