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Post by honeythecreator on Apr 7, 2021 1:18:14 GMT -5
Hi all! I recently jumped back into Marvelous Designer and made a dress which works perfectly in game besides the fact that when I look at the back of my sims leg, it's a bit deformed. I checked with multiple body presets and even the EA bodies and it's 100% the dress causing this, I think it may be a weight issue Here is a photoHere is the .blend
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Post by Fwecka (Lolabellesims) on Apr 7, 2021 6:06:26 GMT -5
Somehow you managed to move some of the vertices on the legs. You're going to have to delete the body and rejoin it with your mesh (You could try moving the vertices back in place but I think it would be easier to just delete the body and do the rejoining part over). And the dress is way, way, way too high poly. There are others (Mauvemorn in particular) who could help you better with this but you should increase the particle distance in Marvelous Designer and export the dress as quads, not triangles. It will help the mesh not look like someone puked a bunch of polygons in the shape of a dress. If the topology is an unholy mess it could create issues with the weights and if it's too high poly anyone who doesn't have a powerful computer could have issues with lag, etc. It's a good idea to check how the dress will look when the arms are lowered. Your sim is not going to walk around in a T-pose and sometimes you can get weird spikes and other mesh contortions when your sim moves her arms. This tutorial is perfect for that particular problem: theslyd.tumblr.com/post/159067861786/tutorial-how-to-fix-under-arm-glitches-under-arm#:~:text=Under%20arm%20glitches%20are%20often,weights%20from%20are%20not%20identical. I think there's a way to lower the arms in Marvelous Designer, but Mauvemorn is the one to ask. Search her posts. She explains things very well. Her posts are a fantastic resource.
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Post by mauvemorn on Apr 7, 2021 8:02:01 GMT -5
In this case, the armpit issue is a matter of high polycount, not the shape of the mesh. If you will significantly decrease the polycount, the weights will transfer nicely. Your dress will be very easy to retopologize manually actually, so I suggest you to watch this video, it's very fast and easy if the garment is simple. What you need to do is to ignore the wrinkles completely. You can preserve them through normal map and bake diffuse the same way ( from high poly to low poly). But before you do that, make sure to smooth the avatar in MD and run the simulation again, because right now the mesh is very jagged Good topology ensures that: - you can easily edit the mesh. You can select edge loops ( with tris you cannot ) and delete them ( perfect for making LODs ); - the mesh is shaded smoothly, no crumpled paper look, no pinching, not jagged; - the mesh animates right, it bends sharply when it needs to; - it morphs right; - and the most important, the polycount is reasonable. Here's a video ( you probably need to download it bc otherwise the quality it bad ) Also, it seems like you transferred data from a nude body or something to a dress, do not do that. Dresses are rigged and uv unwrapped differently. They are also vertex painted differently.
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