- the mesh is vertex painted with the wrong color. It should be 00ff00 for skintight areas and 3fff00 for the skirt part; - the gown must move and morph like a gown but you used something completely different as a reference, naturally it behaves oddly; - you should scale the uvs uniformly, otherwise there will be a dramatic difference in texture quality between different parts of the mesh. You should also untilize the available uv space more efficiently. If needed, rotate the uv islands by 90 or 180 degrees; - do not use MD's automatic retopology, it only makes it worse. If you do not want to retopologize manually, at least model in quads and pay attention to the polycount. You do not want it to go above 10k tris; - when closing hole, do not just scale them down, collapse them with Alt M. You should also unwrap all geometry you create; - to make sure feet do not poke from under the dress, you need to edit ExclusePartFlags
- start by going back to MD, selecting all patterns, right-clicking, and choosing Quadrangulate. Then change Particle distance to at least 20 and run simulation; - export the mesh, open s4s, clone yfBody_DressMaxi, export the blend, open it, import your obj in there. You want this dress as a reference for 2 reasons: first, it is not affected by foot bones, so you would not have to split your mesh the way other gowns are split, second, it has very few sculpted details, so you will get cleaner uv_1; - close holes, transfer uv_1 and vertex paint, transfer weights, delete all parts of the body ( you can use top under rig as a upper body ) covered by the garment, put uvs in the freed space, join the garment with the body, assign the type and the cut number; - clone DressPanels ( you want this mesh because it only has one meshgroup and is affected by skirt bones), import your blender there, in the warehouse change ExcludePartFlags to 000000000FC0E100; - check how the mesh behaves in-game; - bake textures, make lods
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