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Post by seaqueen on Oct 14, 2021 12:49:20 GMT -5
Hi! Thank you for taking the time to read and possibly help me I have been creating CC non stop for the past two days and I'm loving it! So far the process has been relatively easy but it would seem I have met my biggest challenge. I've created two dresses in MD but can't use them since I don't understand the process of full body outfits completely. I have read a few tutorials but there are a few questions I still need answered: 1) How do you split a long dress mesh? 2)And once it's split how do you join it with each of the simstudio meshes? I know I have to join the separate "001" etc. but is that it? And how do I do that with only one mesh?(That is if they shouldn't be split?) 3) When UV mapping a full body outfit, can I use both the pants and top parts of the UV map for my dress? Thank you once again in advance!
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Post by mauvemorn on Oct 14, 2021 13:08:29 GMT -5
Hi. To understand how something should be made just study a similar maxis mesh. Clone a maxis gown, export its blend and pay attention to the next 4 things: - the uvs are in the sections for tops and bottoms; - a dress is vertex painted differently; - a dress can be affected by skirt and foot bones. If you're going to use it as a reference for the data transfer, you need to make sure that whatever you clone to start a package is also affected by these bones. In short, making a dress? Clone a dress of the same length, use it as a reference, and import your blend there. - you should adapt the mesh as one meshgroup, check how it behaves in-game, then you can split it. So you clone a similar maxis dress, export the blend, open it, save it under a new name, join all meshgroups into one ( this is your reference now). Import the mesh from md, cover holes, transfer weights and uv_1, vertex paint, delete all parts of the body covered by clothing, make uv_0, join the body with the garment, assign the type and the cut number, import in s4s, check how it behaves. Then you can bake textures and make lods. And only now you can split the mesh into meshgroups. Simply append the original dress made of 4 meshgroup, and split yours the same way, assign corresponding cuts, preferebly remove unused vertex groups
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Post by seaqueen on Oct 15, 2021 1:50:05 GMT -5
Thank you For your reply!
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Post by Fwecka (Lolabellesims) on Oct 15, 2021 4:18:27 GMT -5
Just need some clarification as I always try to follow along with what I read on this forum, if you cloned a dress with four mesh groups and you did not separate your custom mesh into four mesh groups before importing to Studio and checking in game, that won't pose any problems? Seems like if what you cloned for your final package required four mesh groups you'd need your mesh to be in four mesh groups, no matter what.
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Post by mauvemorn on Oct 15, 2021 6:23:43 GMT -5
It will pose problems (distortions) so you can either use a different package or disregard them. Or you can simply check the mesh on lower graphics settings, then the distortions won’t appear.
You are doing this to check how the mesh morphs and animates. If you will split it and then it turns out you need to redo the weights or uvs, you’ll have join them again
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