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Post by kittykatnip on Sept 19, 2021 17:34:09 GMT -5
Blend file & ScreenshotI've been at this for a year and half and weights are probably the hardest thing I've had to grasp throughout the whole CC making process. So i'll take any help I can get even if it needs to be explained to me like I'm 5 lol. I'm currently at the weights stage in my blend file, and I followed the instructions that are shared on here. I haven't continued as I really want detailed instructions on the correct following steps for this scenario. I used DressSweaterMini as the reference. I also don't mind restarting if necessary, I just really need for someone to walk me through it. I've had someone in the 3D field explain the basics of weight painting to me so I understand the different colors and blending modes and what they represent. I just don't know how to apply it appropriately to Sims clothing. So basically, what I'm asking is, what would I be doing next for this garment in specific? How can I optimize the weight painting? (also i know my polycount is kinda high, oops. i kept particle distance at 10 instead of 15 in MD)
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Post by Fwecka (Lolabellesims) on Sept 19, 2021 23:14:15 GMT -5
It's definitely the weights. I can tell you that. You should use a version of Blender above 2.7 to transfer weights; higher versions include the extra step of cleaning your mesh of unnecessary weights. 1. Use this addon to remove all of the weights your mesh currently has. 2. Make sure your reference mesh and your custom mesh are unhidden and selectable (the little arrow has been ticked). 3. In object mode, shift-select the reference and your mesh, in that order. 4. Enter weight paint mode. 5. Press T to open panel, press "transfer weights" button. 6. Under Vertex Mapping choose Nearest Face Interpolotated. 7. Source Layer: By Name. 8. Destination Layer: All Layers. 9. Mix Factor: 1.000 10. Press the Clean button (removes unnecessary weights). 11. Subset: All Groups. 12. Limit: 0.000 13. Press Limit Total. 14. Subset: All Groups. 15. Limit Total: 4. You may have to manually adjust the armpit. Use this tutorial for help with that. You don't have a uv_0 or uv_1 but I'm guessing you haven't gotten to that part yet. When you model in Marvelous Designer model in quads and try to keep your particle distance high. If body parts that you'll delete later clip through don't worry about that. A clean topology is important, too, but that's a whole other subject and I don't want to overwhelm you. Here's a document I put together for my own use.
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Post by mauvemorn on Sept 20, 2021 3:49:19 GMT -5
Remove unused vertex groups is for unused vertex groups. To remove all vertex groups you do not need an addon. Delete all groups already exists in the vanilla version This type of sweater must be made with arms down or it will behave very badly in ts4 even if you manually edit the weights. You cannot change the armpit this loose through weight editing
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Post by kittykatnip on Sept 20, 2021 22:17:54 GMT -5
It's definitely the weights. I can tell you that. You should use a version of Blender above 2.7 to transfer weights; higher versions include the extra step of cleaning your mesh of unnecessary weights. 1. Use this addon to remove all of the weights your mesh currently has. 2. Make sure your reference mesh and your custom mesh are unhidden and selectable (the little arrow has been ticked). 3. In object mode, shift-select the reference and your mesh, in that order. 4. Enter weight paint mode. 5. Press T to open panel, press "transfer weights" button. 6. Under Vertex Mapping choose Nearest Face Interpolotated. 7. Source Layer: By Name. 8. Destination Layer: All Layers. 9. Mix Factor: 1.000 10. Press the Clean button (removes unnecessary weights). 11. Subset: All Groups. 12. Limit: 0.000 13. Press Limit Total. 14. Subset: All Groups. 15. Limit Total: 4. You may have to manually adjust the armpit. Use this tutorial for help with that. You don't have a uv_0 or uv_1 but I'm guessing you haven't gotten to that part yet. When you model in Marvelous Designer model in quads and try to keep your particle distance high. If body parts that you'll delete later clip through don't worry about that. A clean topology is important, too, but that's a whole other subject and I don't want to overwhelm you. Here's a document I put together for my own use. Thank you so much for sharing your step by step and your document is an absolute gold mine! I've saved and and I will refer to it after I go through mauvemorn's tutorial for the oversized sweaters <3
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Post by kittykatnip on Sept 20, 2021 22:20:31 GMT -5
Remove unused vertex groups is for unused vertex groups. To remove all vertex groups you do not need an addon. Delete all groups already exists in the vanilla version This type of sweater must be made with arms down or it will behave very badly in ts4 even if you manually edit the weights. You cannot change the armpit this loose through weight editing This video is amazing! I started the tutorial but realized I noticed i messed up early on so I have to start over. I will start over again as I'm running out of free time tonight. Thank you once again, a video like this will be very useful for me. I will post here this week when I get it to work!
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Post by Fwecka (Lolabellesims) on Sept 20, 2021 22:34:00 GMT -5
Mauvemorn's right. I'm getting the addon mixed up. Sorry. Sigh.
And kittykatnip, don't feel bad if you have to start over. I've had to do that many, many times. I've taken to saving a file after every step. It results in a lot of save files but there have been times when I've overlooked something and didn't realize it until 10 steps later. If I have a lot of save files it's pretty easy to backtrack to where I messed up.
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Post by Fwecka (Lolabellesims) on Sept 20, 2021 22:40:04 GMT -5
Remove unused vertex groups is for unused vertex groups. To remove all vertex groups you do not need an addon. Delete all groups already exists in the vanilla version This type of sweater must be made with arms down or it will behave very badly in ts4 even if you manually edit the weights. You cannot change the armpit this loose through weight editing That was what I was looking for a few weeks ago when I told someone there was a way to lower the arms in Marvelous Designer. I'm glad you shared it again because I have been looking for that forever. I forgot it was a video.
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Post by kittykatnip on Sept 22, 2021 21:23:14 GMT -5
Remove unused vertex groups is for unused vertex groups. To remove all vertex groups you do not need an addon. Delete all groups already exists in the vanilla version This type of sweater must be made with arms down or it will behave very badly in ts4 even if you manually edit the weights. You cannot change the armpit this loose through weight editing Alright so finally have time tonight to redo this. I'm at 4min20secs of your video where you finally add the rig armature to the garment so you can move it around while doing the manual weight paint. I noticed however when I moved one of the arms that there is a hole under the arm. Not sure how this happened. It did this the first time around and I thought maybe it was because I didn't do a final 'simulate' in MD before exporting the obj, so when I restarted I made sure to re-export my obj after doing a final 'simulate'. I also double checked that I did in face have stitching there.Not sure if this was a mistake during MD or during Blender? I followed your steps EXACTLY. I can provide Blender files of any of the other steps as well, if you need it. This one is just the the last one.Blend file & Screenshot
EDIT: The 'remove doubles' step immediately after fixed this. Ooops.
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Post by kittykatnip on Sept 23, 2021 1:05:46 GMT -5
Alright so I finished the garment after following both your advice and steps. The only steps I didn't follow was for the texturing, I did everything quickly in Substance Painter for the purpose of showing you this example. In all honesty, weights wise it's looking great! Screenshot 1 & Screenshot 2Moves really well with the sim. I think in the end mauvemorn was right and my sleeves were a little much so they didn't come out great but I don't think it's thaaaat bad ( I've seen worse. ) But it's definitely better than the disaster I had in the beginning. However, while we're here giving advice on how to perfect our techniques, a few things I noticed and I would like to know which one of the steps would make it look better. 1. The jagged-ness of the mesh, the edges are not smooth and clean. they are kinda spikey. What step would fix this and how? Screenshot2- These lines wherever there are seams on my mesh. It's way more apparent in S4S but going in game, shows less but its still there. What causes this and how can I fix this? The lines i'm talking about is the one you see down the back and around the shoulder for the sleeve. It's only apparent on the red portion, not the black. Screenshot
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Post by mauvemorn on Sept 23, 2021 6:45:52 GMT -5
1). To look good the mesh must have good topology and edge flow. Everything MD can generate for you automatically is bad. You could use software like ZBrush but 9/10 times the result will be either bad or have to be edited. I no longer recommend it to people. The best way of retopologizing clothing is manual. If you will approach it right, it will be fast and easy Skip the very beginning where i talk about another person'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 is bad ) 2). You need to bake textures with the margin of at least 7 pixels. When the texture compresses, the uvs start to project the blank space around that should be filled with texture
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