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Post by notsosimmer on Jun 23, 2022 2:45:33 GMT -5
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Post by mauvemorn on Jun 23, 2022 16:25:36 GMT -5
Hi. You transferred the weights the wrong way There are two key differences in 2.7 and 2.76-2.79 that give people problems. When you click on Transfer weights in 2.7, all vertex groups and values are transferred, in 2.76-2.79 only the values of the active group. All you need to do is change that setting (it’s called Source layer..., change to By Name). However, changing a few more settings will give you a lot better results -make sure both the reference and your garment are visible and selectable; - select the reference, shift-select the garment, in weight paint mode click on Transfer weights, set it like in the pic, then choose Clean with All groups and Limit total. Another difference is that in vertex paint the shading is not flat, so you can switch it to bounding box to sample the color Also, the item's polycount is at the level of high poly where it will crush the game for most people, 9k away from s4s's polycount limit. If you plan on sharing it with anyone, re-do it now or you will waste your time only for people to delete it and never download from you again You must not add inner geometry to areas where it is not visible. It just doubles the polycount for no reason. Do not join the garment with the body until the former is rigged, vertex painted and has uv_1. Do not remove doubles on the reference
You will get bigger uvs and better textures if you will put them in the intended location in the torso area
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Post by notsosimmer on Jun 23, 2022 18:38:23 GMT -5
Thank you! I think I'll restart the whole process again, I'm confused on the weights part though. The images that has been tagged isn't appearing.
For the inner geometry, how do I go about deleting that to lower the polycount? I don't think I removed any doubles on the reference, how do I go about avoiding that?
Also what reference do you suggest I use? I tried using a dress then I tried using a lingerie but when I try your method and re-import it's not importing my mesh.
For my GEOM, Do I keep it a 0002 or change it to 0001?
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Post by mauvemorn on Jun 24, 2022 5:15:41 GMT -5
1). Try reloading the page maybe, they work for me and others (I quoted that post many times).
2). You could try removing doubles but it will mess up normals and Mesh - Normals - Recalculate outside does not always work as intended. It would be more reasonable to go back to MD and just raise the particle distance. You can use the high poly version to bake the maps.
3). If you will hover the mouse on the arms in CAS, they will highlight but so will the seams on the garment. If you will look at the arm area on the uv_1, you will see that the garment’s uvs are stretched over the arms. This happens when the reference is not split along the seam. When you export a maxis item from s4s, it is split. So you may have removed the doubles somehow.
4). A lingerie set (the corset one, not the chemise). Making a full-body outfit without a skirt-like bottom? Use that lingerie set for weight and uv_1 transfer (unless the pants go below ankles, then you’ll need a different one)
5). Weights have no say in whether a CAS item will be imported in s4s. You either assigned the wrong cut number or are saving the blend in the version of s4s that does not have a plugin. How to know what cuts to assign: - clone an item that functions like you want yours to function. Yours does not need to interact with any accessories, so you can make it from one meshgroup. The lingerie set is made from one meshgroup as well, so clone it; - export the blend, open it. You’ll see that it has only one meshgroup with cut 0000. Your blend file should be just like this: one meshgroup with cut 0000; - if the blend had more meshgroups, you’d need to split yours the same exact way and assign corresponding cuts.
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Post by notsosimmer on Jul 3, 2022 19:45:42 GMT -5
Thank you so much, I was able to put my clothes in game and multiple others as well.
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