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Post by Fwecka (Lolabellesims) on Sept 6, 2021 1:58:58 GMT -5
I'm trying to convert this robe and write up a tutorial about it. The mesh was in horrible shape and required a lot of cleanup and the topology is godawful. The terrible topology has led to some issues. 1. I can't close the hole in the bottom of the robe without problems because the topology is so awful. There is not one clean edge loop from which to extrude new faces. 2. It doesn't reach the ground which will mean the feet will be visible. If I do not include shoes with this mesh, will parts of the robe end up hidden once the sim equips shoes? Would it be better to add shoes to the mesh? 3. I've tried to straighten the faces on the bottom (select edges, s, z, 0) but the texture appears stretched. Tried extruding but again, the textures are stretched. If I move a single vertex textures are stretched. I could unwrap the new faces that I've created, but if those new faces are not connected to the original UV islands for this portion of the robe, there will be sharp edges in the mesh. I'm leaning toward extruding new faces and re-unwrapping the entire skirt portion of the robe, but the UV islands will no longer match up with the texture If I do that. I'm thinking I could just bake a new texture from the old one; I'll have to rearrange all the UV islands anyway to place them on the CAS map. Thoughts on this? Also, I'm trying to keep the conversion process as simplified as possible since the person I'm helping doesn't have much experience with Blender. Here is the latest file that I've been playing with.
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Post by mauvemorn on Sept 6, 2021 7:12:15 GMT -5
1).
- Alt-LMB-click on the border edge loop, Select - Select more/less - More; - in 3d view press Shift D, then Esc; - Alm-LMB-click on the,like, new border edge loop ( in the pic), press G Z and move it down a bit; - then press E S X 0. This will extrude and smash everything together; - deselect the ones in the center, press Alt M, choose collapse; - select the ones in the center again, Alt - M - at center; - select each of the 3 remaining vertices and adjust their place so that other polygons don't clip (or you can adjust the clipping polygons) - Two ways to unwrap: a). select one face on this "cap", press Ctrl L to select the rest. Unwrap it somewhere where there is black texture b). Leave out the part that you duplicated that is already uv unwrapped 2). No? Unless you explicitly tell ts4 to hide it 3). The sharp edge will be present only if you split THE MESH manually. When s4s splits the mesh along uv island borders, it does not shade them as sharp 4). You do not need to re-unwrap the skirt, its fine as is
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Post by Fwecka (Lolabellesims) on Sept 6, 2021 22:36:08 GMT -5
Thanks, Mauvemorn. That works. If it weren't for you I would not have learned as much as I have. You rock!
I selected the entire skirt of the robe and moved it down; I figured if I had to lengthen the skirt I'd do it via the top edge since the top edge is inside the top of the robe if that makes sense. I figured if there was any texture stretching in that area it wouldn't show. Then I went into front view and grabbed any vertex that was going into the floor and moved it up. It looks a lot better now. Still, the front of the robe flares upward and it will expose the tips of the feet. It was made this way, I'm guessing, to give the impression of movement, but the shape is making things awkward.
The model did come with shoes. I think I might just include the shoes as part of the mesh. We'll see how awful weighting everything will be. :-S
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Post by mauvemorn on Sept 7, 2021 2:49:26 GMT -5
Why do this? The skirt is going to clip into the ground at the back. Just adapt it as usual and then decide what to fix
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Post by Fwecka (Lolabellesims) on Sept 7, 2021 7:55:13 GMT -5
Well, I wasn't lowering it enough to cause clipping into the ground, just lowered it so that it's even with the ground then moved individual vertices up that were clipping. With your help, it looks better now, I think. And yes, I agree that it's best to get it to the point that I can check it in game and see what will work. I was very much stuck on how to deal with the bottom, however. Now, at least I can move forward.
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