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Post by narnia on May 27, 2022 5:16:36 GMT -5
Hi. I'm making a sweater. The sweater is good in the game, only the buttons of the sweater are warped. Is it maybe because of uv 1? If yes, what exactly is wrong and how can I fix it? I would be glad if someone help me please
sweater
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Post by JoseonJubu on May 28, 2022 21:27:09 GMT -5
Can I ask what program you used? Did you use blender or Marvelous/Clo3d?
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Post by narnia on May 29, 2022 0:33:19 GMT -5
I use Marvelous Designer to create the clothes. I changed the poly of the sweaters in the program from triangle to square and then downloaded it. I noticed that I then get a better uv1, after merging the uv1 from an ea sweater. Only the buttons do not want. I have now also seen that marvelous designer has not converted the polys from the buttons to squares. When I do it in blender, my texture is destroyed for substance painter and yet the buttons are still so warped :(
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Post by narnia on May 29, 2022 4:17:49 GMT -5
I have now looked at a shirt from another creator in blender, which also has buttons. On the shirt, the buttons in uv1 are still clearly visible, as in uv0, and are not fused with uv1. So I unbuttoned my sweater and just connected the sweater to the uv 1 from an ea sweater. Then I connected the buttons back to my sweater and, with the help of the uv1 map, pushed them to the place where they are on the sweater. Still it didn't work. I also looked at my sweater with weight and bent the sweater with the help of the rig. The buttons move well.
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Post by mauvemorn on May 29, 2022 7:43:14 GMT -5
Hi. Please always share the blend file you imported in the package that gave you the issue you're encountering, not the blend file with the item at any other stage of the adaptation process or a portion of it. Usually people have a lot other issues they are no yet aware of and we need to see the end product to list them. You can delete the file after receiving the response. There are a number of problems related to the buttons: 1). The more high poly the buttons are, the worse they will morph and move. You need to either not use MD buttons or retopologize them; 2). The uv_1 is another thing that is causing the problem. Do not subdivide the reference before transferring the uvs or weights, simply change the settings. You should use Nearest face interpolated 3). The mesh is vertex painted with the wrong color so it is morphing all types of ways. It should be 00ff00
I advice you to watch a different tutorial because, judging by your result and the description of the process, the author of the one you watched has a lot to learn themselves. Look for the one where you are not told to use Substance painter or more than one version of Blender. Then it would be best to make a more simple item (like a tank top) to master the adaptation process. Then you can come back to this one
Also, you can change the topology of the mesh in MD without using external programs. Either choose quads or retopologize
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Post by narnia on May 29, 2022 15:08:31 GMT -5
thank you very much, i will try that
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Post by narnia on May 31, 2022 0:19:08 GMT -5
I've tried it now.
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Post by narnia on May 31, 2022 0:20:27 GMT -5
But when I make a selection like in your picture, it doesn't work for me. With the other selection, it is colored and the pullover moves with the rig The buttons look better now, but it's not 100% working yet. Before I connect the uv1 from the ea sweater to my sweater, I select 2x subdivide smooth. I've tried it without it, but then it looks worse. I also adjusted the buttons, now they don't have as much polys anymore. I also reduced the sweater. And I also tried to adjust the vertex color. I hope it's right can you please check where my mistake is? sweater
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Post by mauvemorn on May 31, 2022 7:44:05 GMT -5
Nearest face interpolated dictates how the weights are transferred, not whether or which ones. If it did not work, it is not that. You either missed the step (Active to By Name) or did not choose the rig in the Armature modifier. You do not need to subdivide the reference before transferring uv_1, you just change the settings. Doing both accomplishes nothing because Nearest Face interpolated takes the data from the surface, not the closest vertices like the default setting. Anyway, in this case weights are not what causes the distortion of the buttons, uv_1 does. There are a lot of edges along the sides of the buttons, naturally they are affected differently by morphs. The solution is to either decrease the number of those edges until the distortion are not noticeable or make them all be affected by morphs the same way. To do the latter, you just weld the whole uv island of the button into one uv. However, this can lead to the button clipping into the shirt that it covers.
Also, you should not delete anything in the outliner, the rig and body parts should stay. The game does not like when they are touched. And the side geometry along the seams does nothing but increase the polycount
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Post by narnia on Jun 2, 2022 1:39:07 GMT -5
I have now moved the button uv into a uv field and reduced the number of edge polys on the buttons. I also got the idea that it might be better to make the buttons smaller. Now it works much better. So far the buttons look very good. They don't break anymore. Many thanks for the great help. Thank you so much
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