Hello, it's me again. I've been trying to cc for two days and I'm almost done today. I'm asking you, if I share my blender file and cc, can you write what I need to do to fix the errors? To be honest, as I always say, I am new to this business and I need your ideas and help to improve it
Note: Please don't get hung up on the coloring. I just made it randomly to try it out in-game.
1).The normals of the collar are facing the wrong direction. - select them first by selecting a face on each, then Ctrl L to select the whole thing; - Mesh - Faces - Solidify, set Thickness to 0,002; - you could also delete the side geometry where it is not visible
2). Transfer uv_1 and weights with Nearest face interpolated, otherwise the mesh will move and morph like crumpled paper.
3). Your reference was shorter than the garment, so it might clip into bottoms at the bottom.
There are other things that you do not need to fix but should avoid in the future; - in md model in quads and keep Particle distance high or retopologize the mesh. Right now it is shaded like cramped paper because of topology; - either use custom buttons or retopologize MD's one, they are too high poly; - try to avoid overlapping geometry ( the piece of mesh behind the buttons ). When you removed doubles, it ripped the uvs; - delete more of the body. If its not visible, it is not needed; - you can make the uvs of buttons bigger so that their quality is better. Meanwhile the uvs of the geometries that cover holes do not need to be that big, they are barely visible; - when closing holes, collapse them instead of just scaling down. You also scaled them down the wrong way thus creating extra edge loops;
How to close holes: - Switch to Edit mode ( TAB ), switch to Edge select ( 1 ), select the border edge loop ( 2 ) by Alt-RMB-clicking on it; - Press E to extrude, S to scale, scale it down ( 3 ); - Press Alt M and choose Collapse ( 4 ); - Switch to Vertex select, select the vertex in the middle of created geometry, optionally move it up a bit, press Shift NumPad7 to align the view parallel to it; - Select - Select More/Less - More ( 5 ); - Shading / UVs - UV Mapping - Unwrap - Project from view* ( 6 ); - In UV editor scale it down ( S ) and put somewhere in the extra area; - Select the same border edge again and mark it as Sharp* ( 7 ).
- for the future, please always share the blend file before you imported it in s4s, not after. Now I cannot tell if you removed the seam on the body, so if you did not, always do;
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describe your problem and provide a picture of it (if possible);
provide download link(s) to .package and .blend files.
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