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Post by mauvemorn on Oct 5, 2021 15:41:54 GMT -5
Hi. Please share the picture of the problem and the files
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Post by aecbabygirl15 on Oct 5, 2021 15:49:45 GMT -5
Is that what you needed?
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Post by aecbabygirl15 on Oct 5, 2021 15:57:36 GMT -5
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Post by mauvemorn on Oct 5, 2021 16:53:30 GMT -5
Need to enable sharing like this
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Post by aecbabygirl15 on Oct 5, 2021 16:55:26 GMT -5
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Post by Fwecka (Lolabellesims) on Oct 5, 2021 20:14:20 GMT -5
Well, there are a number of issues. The uv_0 has really tiny islands. You can use tiny islands but that makes texturing kinda hard. Why not make the islands larger? Just be sure that your islands do not cover the arms, hands, legs, or neck area, or those body parts will pick up your dress's texture. The reason I say this is because at some point you're supposed to take the EA nude body, delete what your mesh is covering up, then join your mesh with the EA body parts. The EA body UV islands and the UV islands for your mesh will be combined into one UV map. If your mesh's UVs are covering the body's UVs you'll run into trouble with the texture. The body parts will display your dress's texture and not skin texture. And your uv_1 is sitting too high. It covers the face area of the CAS map. Here is the CAS map. Save this file and keep it as you will use it again and again if you continue making CAS items. Edited: Here's the CAS map. Judging by your screenshot, it looks like you assigned your UV islands to a black texture in Blender. Were you trying to bake an ambient occlusion map? And your dress and sim are black in Studio because the diffuse texture is entirely black. The UV islands for the sim is covered in black as well which is why virtually everything is black in Studio (in the screenshot you shared). And did you use Blender 2.7 to transfer weights? Don't. It transfers weights that aren't used by your mesh. Use a higher version of Blender and be sure to use the Clean function. This will "clean" your mesh of unnecessary weights. In your case, removing unused vertex groups may be sufficient. You'll need to install this addon for that. You should install the addon regardless as you'll likely use it again if you continue making things. Here is a set of instructions I put together for myself that will help you. It's a start-to-finish tutorial. Honestly, you may want to start over. I'm not sure if your weights or your vertex paint is right. Your uv_0 and uv_1 aren't right, for sure. The holes have not been closed. The dress has not been joined with EA body parts.
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Post by mauvemorn on Oct 6, 2021 3:22:38 GMT -5
Hi. - do not use MD's automatic retopology, it only makes it worse. Model in quads and do not lower Particle distance too much. Your garment with the body should not go above 10k tris; - do not use Decimate, at least not for lod0, it ruins everything there is to ruin. You will see how bad the mesh will move between the legs; - do not delete the body before baking textures, you need it to occlude the mesh like the bodies do in real life. You should also add the floor since clothing does not exist in the vacuum; - when choosing a reference for data transfer, go for those that have similarly shaped bottom ( skirt/nude legs) and are of the same length. Can be a bit longer but not shorter. Right now you can see that the uvs are ripped at the bottom because the data was transferred from the legs. Same with weights; - dresses must be vertex painted with 2 colors Vertex paint dictates what variation (skin-tight and robe-like) of deformation maps the painted area will deform according to in CAS during body customization and animation. 00FF00 is for skint-tight areas, 3FFF00 is for any skirt-like area ( skirts, bottom parts of dresses, coats, aprons, etc). Start by choosing 00FF00 and Paint - Set vertex color 1). Disable Limit selection to visible; 2). Holding Ctrl, lasso-select the bottom part of the mesh starting somewhere in the middle of the pelvic bone; 3). Enable sync; 4). Press B and deselect legs; 5). Switch to Vertex paint and enable Face selection masking for painting; 6). Type in 3FFF00; 7). Paint - Set vertex colors; 8). Press A twice to deselect and select everything again, Paint - Smooth vertex colors
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Post by aecbabygirl15 on Dec 20, 2021 18:47:21 GMT -5
Hi thank you very much for the help, I forgot all about it!
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