|
Post by LynxLord on Jul 19, 2021 1:29:32 GMT -5
Hello, I'm back at it, with more questions. My mesh has small holes in it, usually very thin ones, like 1-2 pixels wide, along the "seams" (where the seams would be if it was real sewing, not necessarily the EA seams). Fixing them is making me have to squint at my computer because they're so small and thin, and half the time I select the wrong edges anyway because I can't see what I'm doing. I am fixing the holes by using the "snap to edges, snap during transform, G to pull it until it snaps to another edge" method, but it is very difficult and time consuming. Is there another, better/easier/faster way of doing this? I know there's an automatic "fill holes" option, but it wreaks merry havoc with the mesh topology and UVs, turning it into a garbled mess. Here is an image of the more visible holes, there are similar but much smaller holes along the other side of the mesh, typically where two "fabric pieces" (or what would be fabric pieces if this were real sewing) join and would be sewn together. They all (or mostly at least) seem to be along these blue edges designated as "sharp edges", for some reason. I'm asking a lot of these very nooby questions because, well, last time I played around in a 3D modeller was with the program Cinema 4D 17 years ago, when I was 10. The whole thing isn't 100% new and foreign to me, but new enough to make these kinds of things into problems.
|
|
|
Post by Fwecka (Lolabellesims) on Jul 19, 2021 1:35:17 GMT -5
Share your blend file and your package file.
|
|
|
Post by mauvemorn on Jul 19, 2021 1:36:10 GMT -5
Hi. Export meshes from MD as Weld
|
|
|
Post by Fwecka (Lolabellesims) on Jul 19, 2021 1:55:05 GMT -5
Hi. Export meshes from MD as Weld Good point. The reason I asked to see the blend is that, unless I'm mistaken, I think there are overlapping faces down near the butt area that will z-fight. There might be other areas like that elsewhere. Edit: Also, LynxLord, I'm gonna go ahead and tell you about this now because I'm 90% sure you'll run into this issue. It'll save you the hassle of having to ask and then waiting for someone to answer, though Mauvemorn is really good about answering quickly. Check out this tutorial.
|
|
|
Post by LynxLord on Jul 19, 2021 2:04:01 GMT -5
Hi. Export meshes from MD as Weld Good point. The reason I asked to see the blend is that, unless I'm mistaken, I think there are overlapping faces down near the butt area that will z-fight. There might be other areas like that elsewhere. Edit: Also, LynxLord, I'm gonna go ahead and tell you about this now because I'm 90% sure you'll run into this issue. It'll save you the hassle of having to ask and then waiting for someone to answer, though Mauvemorn is really good about answering quickly. Check out this tutorial. Ohhh, thank you for the tutorial, and good to know about the meshes as weld thing Mauvemorn, I just did what a tutorial said and chose unwelded. You have been invaluable in answering my questions, and so fast too, it's very kind of you!
|
|
|
Post by Fwecka (Lolabellesims) on Jul 19, 2021 2:04:49 GMT -5
Mauvemorn is really good at this stuff.
|
|
|
Post by LynxLord on Jul 19, 2021 2:35:34 GMT -5
Here is the blend file, sorry. It's on Google Drive, hope it works. This is the mesh from Marvelous Designer exported welded and with simulation detail (or whatever it's called, you know, that setting) set to 35 for a lower poly count. Blend file
|
|
|
Post by Fwecka (Lolabellesims) on Jul 19, 2021 20:06:34 GMT -5
I looked at your mesh and the only thing I could find that should be addressed is that panel on the butt. There are faces under it that you should probably delete in the interest of keeping the poly count low. And I'm sure you know this already but you'll have to delete the body parts that are hidden by the mesh, as well. Keeps the polycount down and prevents clipping if you do this. Near the bottom of that butt panel, the faces are sort of in each other's way, so you might want to move some faces or something.
I tried to use the edge split modifier to separate the bottom edge of the butt panel from the edge it's connected to and wow, edge split wanted to split the entire mesh apart! I'm sure there's a way to not have that happen, but I'd have to do some web searching to find out. One thing you can do is separate the butt panel from the rest of the mesh and then rejoin it to the main mesh (select faces > Press P to separate. To join, shift-select meshes in object mode > Ctrl + J). The edges will no longer be connected that way. Then you can mess with it so it doesn't clip through as much.
I'm not seeing any holes anywhere. Just some overlapping faces in the butt area.
Edit: I just noticed around the waistline near the belly button are there are overlapping faces as well. Also, I tried baking a texture just because and got massive black spots all over the place. It's because of the body and the body in the rig. I hid those but still...huge black spots. I recommend when it comes time to bake, that you save your work then delete everything but your mesh. Delete the body parts, and the rig and everything in it so that only your mesh is in the scene. Fix the overlapping faces since they will cause blacks spots in your bake, as well. Subdivide your mesh if you want. Then you should get a nice bake result. Export your bake then go back to the file you saved and continue as usual.
And, in case you didn't notice, you have two rigs and a bone thingy in your scene. Delete that bone thing and one of the rigs. You need just one rig.
|
|
|
Post by LynxLord on Jul 20, 2021 13:32:20 GMT -5
Thank you, I did those things but I couldn't delete the bone and the rigs, dunno why.
The issue is solved, it was me using the Decimate function with an Unwelded pattern from Marvelous Designer that caused it.
|
|
|
Post by Fwecka (Lolabellesims) on Jul 21, 2021 0:22:00 GMT -5
In the upper right corner, where the mesh groups and rig and everything are listed, right-click on the extra rig and press delete.
|
|