Hey, I found a few issues with my dress that I made and wanted to know if anyone could help. I'm new to creating for the sims 4 (although I know my way around blender pretty well) so these may be some silly mistakes
My first issue that I'm not sure how to fix (or whether I need to) is the amount of little boxes (I've forgotten what they were called) on my mesh? Is there meant to be less?
I also wanted to know about clipping and how to fix this. I found that my sims arm was clipping with the shoulders of the dress. I tried moving this area further from the body but is there a better way to do this?
This is a picture of the front and back, its not textured yet but if you have any tips or anything I can do to make my dress better please let me know! Hopefully all the photos work and I'm posting this in the right place. Let me know if I did anything wrong, have a lovely day!
1). Those can be referred to as quads ( faces with 4 vertices ) or polygons ( units the mesh is made of, can be quads, tris, n-gons ). Anyway, to decrease the number of them you need to increase Particle distance in MD; 2). Clipping happens when two meshes with different topologies ( basically the wireframe of your mesh, where in space the vertices exist and how they are connected to create a surface that is shaped like a dress ) are close to each other. Since these vertices do not exist in the same place, they are affected by bones and morphs differently. So when the sim moves, the body clips in the dress. To fix it, you need to either retopologize the mesh so that its topology matches that of the body as close as possible in those places or move those vertices further away from the body; 3). If you are referring to a "crumpled paper" look, it can be caused by Weight transfer and Data transfer settings. Transferring weights and uvs with Nearest face interpolated gives better results than the default settings.
If you mean the thing between the legs, dresses must be vertex painted with two colors;
Vertex paint dictates what variation (skin-tight and robe-like) of deformation maps the painted area will deform according to in CAS during body customization and animation. 00FF00 is for skint-tight areas, 3FFF00 is for any skirt-like area ( skirts, bottom parts of dresses, coats, aprons, etc). Start by choosing 00FF00 and Paint - Set vertex color 1). Disable Limit selection to visible; 2). Holding Ctrl, lasso-select the bottom part of the mesh starting somewhere in the middle of the pelvic bone; 3). Enable sync; 4). Press B and deselect legs; 5). Switch to Vertex paint and enable Face selection masking for painting; 6). Type in 3FFF00; 7). Paint - Set vertex colors; 8). Press A twice to deselect and select everything again, Paint - Smooth vertex colors
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