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Post by simdistic on Apr 4, 2021 20:03:57 GMT -5
So, i've been following this tutorial where they joined the mesh to the body, but never state how to unjoin it so I can make my textures... I've tried everything to separate it! please help i'm pulling my hair out
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Post by mauvemorn on Apr 5, 2021 3:36:37 GMT -5
Hi. Just select the garment, press P- selection
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Post by simdistic on Apr 5, 2021 12:01:08 GMT -5
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Post by mauvemorn on Apr 5, 2021 12:25:52 GMT -5
You should watch a different tutorial 1). Do not join the body with the garment until you rig, vertex paint, and do uvs for the latter. The weights will get messed up; 2). All parts of the body covered by clothing should be deleted. If you want to make that part transparent, the uvs must be put away from the skin area and the mesh separated into a new meshgroup; 3). Do not make such high-poly clothing. It will take forever to load, will morph and animate badly, and, in your case, it purposeless since there are no fine details to preserve; 4). Add inner geometry only in places where it is visible; 5). You are making a full-body outfit, the data should be transferred from a full-body mesh. Right now the garment below the waist will not move or morph because you transferred data from an upper body. The legs have no uvs in uv_1, they will not morph; 6). In Blender 2.76+ the weights are transferred differently - select the reference, shift-select the bracelet, in weight paint mode click on Transfer weights, set it like in the pic, then choose Clean with All groups and Limit total. Before joining the body with the garment, save the current blend, then File - Save as a new one. Import the new one in s4s, use the previous one to bake textures. Anyway, to separate the mesh, select a few faces on it, click Ctrl L to select the rest. But you should just re-do the whole thing because it will not work
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Post by simdistic on Apr 5, 2021 18:20:24 GMT -5
You should watch a different tutorial 1). Do not join the body with the garment until you rig, vertex paint, and do uvs for the latter. The weights will get messed up; 2). All parts of the body covered by clothing should be deleted. If you want to make that part transparent, the uvs must be put away from the skin area and the mesh separated into a new meshgroup; 3). Do not make such high-poly clothing. It will take forever to load, will morph and animate badly, and, in your case, it purposeless since there are no fine details to preserve; 4). Add inner geometry only in places where it is visible; 5). You are making a full-body outfit, the data should be transferred from a full-body mesh. Right now the garment below the waist will not move or morph because you transferred data from an upper body. The legs have no uvs in uv_1, they will not morph; 6). In Blender 2.76+ the weights are transferred differently - select the reference, shift-select the bracelet, in weight paint mode click on Transfer weights, set it like in the pic, then choose Clean with All groups and Limit total. Before joining the body with the garment, save the current blend, then File - Save as a new one. Import the new one in s4s, use the previous one to bake textures. Anyway, to separate the mesh, select a few faces on it, click Ctrl L to select the rest. But you should just re-do the whole thing because it will not work Can you point me in the direction of one that uses marvelous designer? Every tutorial using MD has the step of joining the mesh and the body together, with no way to undo it.
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Post by mauvemorn on Apr 6, 2021 0:31:29 GMT -5
If you say there is no such tutorial, then there probably isn’t after all. The more time you spend learning and making cc, the more you understand that you cannot teach someone how to execute any of their ideas in one single tutorial. So most of the ones you’ll find are made by people who watched one tutorial, recreated the item successfully and decided that is all there is to know and to teach, so all of them tend to repeat the same mistakes that one would have figured not to do over time. Anyway, the process is the same, you just do not join the mesh with the body at first. Here is how to make uv_0 without joining them All CAS items share the same UV space. Each has its designated area. To avoid overlapping, make sure to place UV islands not only in their designated areas but also in the vacant space. 1). Select the body, switch to Edit mode ( TAB ), disable Limit selection to visible; 2). Select everything covered by the garment, press Delete and choose Faces. If the garment has skirt-like bottom, make sure to leave at least one row of faces. Otherwise these deleted areas will be visible during walking; 3). Enable Sync, select everything with A; 4). Click on Browse and choose any texture; 5). Shift-select the garment, select everything, choose THE SAME texture, check View - Draw other objects. 6). G to move, S to scale, R to rotate. Following the first two with X/Y will constraint transformation to horizontal/vertical axis. Following any with a number will move/rotate the selection by that number of pixels/degrees. By default UV space is square ( 1:1 ), but TS4 textures are not ( 2:1 ). UV islands that were generated in the square space will become stretched vertically when rectangular textures are applied. To bring them back to their original size, select everything in UV Editor, press G Y 0.5 Place the garment's UV islands in the right spot. Make sure to scale them uniformly unless some need extra definition ( buttons, zipper, other small details ) or are hidden ( geometry created to cover holes, back side of clothing, etc ).
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Post by simdistic on Apr 6, 2021 8:48:04 GMT -5
If you say there is no such tutorial, then there probably isn’t after all. The more time you spend learning and making cc, the more you understand that you cannot teach someone how to execute any of their ideas in one single tutorial. So most of the ones you’ll find are made by people who watched one tutorial, recreated the item successfully and decided that is all there is to know and to teach, so all of them tend to repeat the same mistakes that one would have figured not to do over time. Anyway, the process is the same, you just do not join the mesh with the body at first. Here is how to make uv_0 without joining them All CAS items share the same UV space. Each has its designated area. To avoid overlapping, make sure to place UV islands not only in their designated areas but also in the vacant space. 1). Select the body, switch to Edit mode ( TAB ), disable Limit selection to visible; 2). Select everything covered by the garment, press Delete and choose Faces. If the garment has skirt-like bottom, make sure to leave at least one row of faces. Otherwise these deleted areas will be visible during walking; 3). Enable Sync, select everything with A; 4). Click on Browse and choose any texture; 5). Shift-select the garment, select everything, choose THE SAME texture, check View - Draw other objects. 6). G to move, S to scale, R to rotate. Following the first two with X/Y will constraint transformation to horizontal/vertical axis. Following any with a number will move/rotate the selection by that number of pixels/degrees. By default UV space is square ( 1:1 ), but TS4 textures are not ( 2:1 ). UV islands that were generated in the square space will become stretched vertically when rectangular textures are applied. To bring them back to their original size, select everything in UV Editor, press G Y 0.5 Place the garment's UV islands in the right spot. Make sure to scale them uniformly unless some need extra definition ( buttons, zipper, other small details ) or are hidden ( geometry created to cover holes, back side of clothing, etc ). Oh, I'm not sure where I stated there isn't a tutorial like that. Thought I stated that I hadn't run across one like that ^^. Thank you for helping me out. I'll be back later with more noob questions later I'm sure!
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