|
Post by Burinis on Feb 22, 2022 12:21:51 GMT -5
How do I properly combine a jumpsuit and a turtleneck? It is not possible to "put on" it in this lesson: . I tried using blender 2.76 or Milkshape to combine the overall-shorts from "Cottage Living" with the turtleneck from the base game - I couldn't fit the turtleneck to it. I also considered the overalls from "Discover University" - the same thing. Is it possible to somehow make it so that part of one garment is automatically cut off when another is added?
|
|
|
Post by mauvemorn on Feb 22, 2022 13:05:08 GMT -5
Hi. Could you please share the blend file so that we would know where you are now and what exact items you're using
|
|
|
Post by Burinis on Feb 23, 2022 3:19:55 GMT -5
Hi. Could you please share the blend file so that we would know where you are now and what exact items you're using turtleneck and ep08 overall
|
|
|
Post by mauvemorn on Feb 23, 2022 10:26:56 GMT -5
- clone yfBody_EP08OverallTank again, export the blend, open it. Do not join the meshgroups. Just this time rename the meshgroup to overall_(the last digit of its cut number) to have an easier time following the instructions; - File - Append, choose the turtleneck, rename it; - as you see, the turtleneck is shaped almost the same exact way as the body underneath. The only things that differ are the collar, sleeves, and the bottom. You don't need the bottom, but everything else in the torso area is the same, so why bother deleting the torso from the overall when the difference is in the texture only, right? - first, delete the torso on the turtleneck. Select the turtleneck, disable Limit selection to visible, switch to Vertex select. Holding Ctrl, click and drag to lasso select the bottom portion of the top, press Ctrl L to select the rest of it up to the neck. Then change the angle of the camera and, holding Ctrl Shift, deselect the collar. Press Delete, choose Faces; - now you need to delete arms and the neck from the overall mesh. Select both arms whatever way, click on Ctrl L to select all of them, then select the neck, delete; - now you need to join the sleeves+collar with the overall. In this order: select the turtleneck, then the overall_3, in 3d view press Ctrl J; - now you should remove gaps where the sleeves+collar is meant to connect to the overall mesh. You can select the turtleneck in the 3d view the same way i explained, but there is an even easier way. In UV editor enable sync, press B, click and drag to select the uvs of the turtleneck, add the other sleeve, press Ctrl L to select all of them. Then in the Tools bar choose Remove doubles and set Merge distance to 0.0001. - that is all for the mesh part. You can import it in s4s instead of the overall mesh; - now you need to export all turtleneck and overall textures and combine them (no need to move anything, just put the turtleneck part of the texture over the overall).
|
|
|
Post by Burinis on Feb 27, 2022 13:59:31 GMT -5
- clone yfBody_EP08OverallTank again, export the blend, open it. Do not join the meshgroups. Just this time rename the meshgroup to overall_(the last digit of its cut number) to have an easier time following the instructions; - File - Append, choose the turtleneck, rename it; - as you see, the turtleneck is shaped almost the same exact way as the body underneath. The only things that differ are the collar, sleeves, and the bottom. You don't need the bottom, but everything else in the torso area is the same, so why bother deleting the torso from the overall when the difference is in the texture only, right? - first, delete the torso on the turtleneck. Select the turtleneck, disable Limit selection to visible, switch to Vertex select. Holding Ctrl, click and drag to lasso select the bottom portion of the top, press Ctrl L to select the rest of it up to the neck. Then change the angle of the camera and, holding Ctrl Shift, deselect the collar. Press Delete, choose Faces; - now you need to delete arms and the neck from the overall mesh. Select both arms whatever way, click on Ctrl L to select all of them, then select the neck, delete; - now you need to join the sleeves+collar with the overall. In this order: select the turtleneck, then the overall_3, in 3d view press Ctrl J; - now you should remove gaps where the sleeves+collar is meant to connect to the overall mesh. You can select the turtleneck in the 3d view the same way i explained, but there is an even easier way. In UV editor enable sync, press B, click and drag to select the uvs of the turtleneck, add the other sleeve, press Ctrl L to select all of them. Then in the Tools bar choose Remove doubles and set Merge distance to 0.0001. - that is all for the mesh part. You can import it in s4s instead of the overall mesh; - now you need to export all turtleneck and overall textures and combine them (no need to move anything, just put the turtleneck part of the texture over the overall). Hello! Sorry for the long absence, but I managed to do it. And another question: how can I fix the defect on the screen?
|
|
|
Post by mauvemorn on Feb 27, 2022 14:20:42 GMT -5
In uv editor select the uvs of the neck and move them up, away from the turtleneck texture
|
|
|
Post by Burinis on Feb 28, 2022 3:12:48 GMT -5
In uv editor select the uvs of the neck and move them up, away from the turtleneck texture How to do it? Show me please.
|
|
|
Post by mauvemorn on Feb 28, 2022 3:58:19 GMT -5
- in uv editor enable sync; - in 3d view select the back of the neck to understand where that uv island is; - in uv editor zoom into the selected area, select the uvs of the neck that overlap with the uvs of the turtleneck, and move them up (press G Y ), away from the turtlenecks uvs; I do not have access to the computer now. You should watch a video on mesh editing.
|
|
|
Post by Burinis on Feb 28, 2022 7:36:23 GMT -5
- in uv editor enable sync; - in 3d view select the back of the neck to understand where that uv island is; - in uv editor zoom into the selected area, select the uvs of the neck that overlap with the uvs of the turtleneck, and move them up (press G Y ), away from the turtlenecks uvs; I do not have access to the computer now. You should watch a video on mesh editing. Hello! Thanks for the help! I tried to do as you told me, but the defect was not corrected. Therefore, I had to import the mesh on the bare top, after changing the outfit type to "Clothing body" in the clothing category settings. No defects have been observed so far.
|
|
|
Post by mauvemorn on Mar 2, 2022 10:09:58 GMT -5
I've just notices that there is a small gap between the collar and the rest of the turtleneck. The collar is also not selected in the pic i made above, so you need to re-select the whole turtleneck and remove doubles with a bigger number. As for your problem, I looked at the uvs and they are fine. You most likely imported a mesh in the wrong package file. What you are seeing is not just a texture, it is a mesh pocking out. You must import the blend back in the overall package, yfBody_EP08OverallTank, not anything else. For the future, please always provide the blend and the package when encountering problems.
|
|
|
Post by Burinis on Nov 8, 2022 5:36:28 GMT -5
Hello))) I decided to return to the jumpsuit-shorts with a turtleneck. I do everything in this tutorial. I used the turtleneck from the base game, the jumpsuit from "University" (I wear it over the turtleneck), and the jumpsuit shorts from "Cottage Living" (only the rolled up part of it). The problem is this: when I try to merge points, duplicates are automatically removed for some reason, which makes the mesh smooth and unrealistic: How can I solve this problem? Link to mesh: onedrive
|
|
|
Post by mauvemorn on Nov 8, 2022 7:43:03 GMT -5
You need to join these vertices so that they have the same weights and do not create a gap in game. Then you can simply select the edge loop where they were joined and Mesh - Edges - Edge split
|
|
|
Post by Burinis on Nov 14, 2022 12:59:54 GMT -5
Hello everyone again))) Sorry for the long absence due to a number of problems. I've already thought about publishing a jumpsuit on my blog. But when I went to make screenshots for him, I found that his texture was superimposed on shoes. sometimes it happens on the contrary that the texture of the shoe is superimposed on it. My UV map: After searching the Internet, I found the following map of the correct location of the mesh parts: Archive with my mesh and diffuse sources: onedriveHow do I fix the UV-map?
|
|
|
Post by dissia on Nov 14, 2022 13:21:45 GMT -5
Your jumpsuit uv map have to stay in top + bottom area. For now I think part of it is in shoes. Open picture you found in blender and move parts located in shoes area somewhere to green or blue space. You'll need to move texture of moved uv too for all swatches
|
|
|
Post by Burinis on Nov 16, 2022 9:56:15 GMT -5
Your jumpsuit uv map have to stay in top + bottom area. For now I think part of it is in shoes. Open picture you found in blender and move parts located in shoes area somewhere to green or blue space. You'll need to move texture of moved uv too for all swatches Hi))) I have already placed parts of the uv mesh in the area for the top part of the clothes: But there is another problem: I noticed some defects in clothing: What do you think it might be because of? And how to fix it?
|
|