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Post by kittykatnip on Sept 19, 2021 16:32:59 GMT -5
It's been a year and half that I've been teaching myself how to make CC and throughout that time I've come across many tutorials and have received a lot of advice (mostly from here). I think i've managed to have most of it figured out but I still think I have a lot to learn. That being said, I would love to know what other creators' workflows are. So I invite you to share your workflow and maybe explain why you do it in your way and maybe we can learn a thing or two from each other! I'm still perfecting mine at this time.
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Post by mauvemorn on Sept 20, 2021 4:47:46 GMT -5
Hi. 1). Preparing the base for MD.Instead of making patterns in MD, I clean up a maxis mesh and import it in MD as patterns. This saves me a lot of time, especially when making fitted clothing. 2). Making adjustments in MD.So I open the file with the avatar, import my pre-made patterns, adjust them to my liking, mirror, simulate, etc. 3). Retopologizing in MD.I manually retopologize the mesh in MD. 4). Preparing the mesh to be adapted in ts4.I find the reference of a similar shape, specifically at the bottom ( must be long enough to contain the right data but not too long to function differently, skirt/pants, tight/puffy skirt). After exporting the garment from MD, I import it in the blend file with the reference. Then I delete covered areas from the body(not the reference), close holes (snap extruded borders to the holes in the body), and unwrap the created geometry. 5). AdaptingThe order is not very important but you want the garment to have no gaps anywhere before you transfer weights and vertex paint, so you need to remove doubles before doing it. Having gaps in the same places as the reference ( as in, along the main seam) may result in neater uvs, though. So I transfer a uv_1 first, then remove doubles, then transfer weights, then vertex paint. You can make uv_0 before that or after you join the garment with the body. 6). TestingI select the uvs of the garment and export the layout, this will serve as a temporary texture. I assign the cut and the type, import the garment in the package with one meshgroup, then that temporary texture, test it in the game on the highest settings. 7). Making texturesI bake the diffuse, make other maps and test it in-game again, on the highest settings. 8). LODsMake LODs, test in-game on the lowest settings, in live mode, zoom out while the animation is running. 9). Splitting into meshgroups to interact with accessories and shoes properly.If needed, i clone a new maxis item that functions like mine, export its blends for all lods, split all of mine the same way, use Remove unused vertex groups, import all in the package, check in live mode. 10). Adding more swatchesAdd more colored textures, check in CAS, on the highest settings. 11). Make thumbnails.Render all thumbnails. 12). Making the preview.
If you want to learn more about the first 3 steps, here's a video ( skip the beginning where i discuss someone else's garment) There's more to it. 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 )
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