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Post by salameabbruzzetto on Jun 23, 2022 17:34:44 GMT -5
Hi, well I'm going straight to the point, I'm just starting with the cc and I made a pair of pants, well the thing is that when I transfer the uv1 of my mesh I could notice that some parts are darker, which means that they are one over the other, I thought it was not going to be a problem but evidently in the CAS when I make the legs thinner a deformation comes out, (in CAS) (uv_1map in blender) My question is how could I fix this problem, I don't know how to do because if I move some vertices on one side they also move on the other side. I can also notice that the part that is overlapped could well be on the other side of the map but it preferred to overlap.
Notice how those cuts look bad, i wonder if i should do something specific so that this doesn't happen before transferring the uv1 imgur.com/qAjeS4Ti'm using s4s version 3.1.5.8 (wishes) and i'm using blender version 2.79 At first I thought it was a weight paint problem but it turns out it is not, I also thought it was the vertex color but it is not either, so I think it must be the uv1 because as far as I know it helps the body morph. I apologize if maybe some terminology is misused but i am relatively new and english is not my native language so... sorry...
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Post by Feyona on Jun 24, 2022 2:20:58 GMT -5
When you transfer weights and UVs for wide pants it is better to split the mesh that you are transferring weights from and transfer UVs and leg weights separately and then combine in one mesh.
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Post by salameabbruzzetto on Jun 27, 2022 22:37:15 GMT -5
When you transfer weights and UVs for wide pants it is better to split the mesh that you are transferring weights from and transfer UVs and leg weights separately and then combine in one mesh. hello, sorry for the late answer but I was trying to do what you suggested me and I think I didn't understand right because instead of making it better it makes everything worse. I'm probably doing something wrong because again I didn't understand correctly what I should do... if you wonder how it could get worse, it doesn't even let me change the morph of the calf and when I move the morph of the thighs the arms are also modified, English is not my native language, I am sorry, I am very new at this and I have no idea what I should do, I don't want to be annoying but I would like to know step by step what I should do I will leave my blend file if it is considered necessary : blend file this file dosen't have transfer weight uvs etc.. it's raw. Thank you very much for your patience, i apprecite it
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Post by mauvemorn on Jun 28, 2022 5:15:33 GMT -5
Hi. You can just remove unwanted vertex group from the wrong leg as explained here
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Post by salameabbruzzetto on Jun 28, 2022 8:29:48 GMT -5
Hi. You can just remove unwanted vertex group from the wrong leg as explained here Thanks for replying but as mentioned both in the post and in the link you sent me this is not a problem with the weight paint, because that deformation appears when I change the morph of the legs I also made sure that the weight paint was ok but that problem is with uv_1, I saw several tutorials on how to pass it correctly in different ways but nothing seems to work
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Post by mauvemorn on Jun 28, 2022 9:25:50 GMT -5
Apologies, misremembered the context of this post. In your case, it is neither weights nor uv_1. It's the shape of the mesh. I don't know how this works or how to explain it the right way, but if the mesh is meant to be affected by the morphs of the right side of the body, it must be on the right side of the body only, same with the left. - in edit mode disable Limit selection to visible. Holding Ctrl, select one side of the pants, press Ctrl L, choose UVs to select the whole side; - press P - Selection to separate, rename the separated side to pants_l, the other one to pants_r; - repeat both steps on the reference, naming them as ref_l and ref_r; - select pants_l. See the blue line? See how a little bit of the mesh crosses it? You need to press B, select that area of the mesh that crosses it ( not in the crotch area, just when the legs start to part), enable Proportional editing, press G X, scroll the mouse wheel up until the radius is appropriate, and move the mouse. The goal is for the mesh to not cross the line. You don't need to do it at once, when the upper portion of the mesh is good, you can deselect it; - once done, select pants_r and do the same thing; - now you just transfer weights and uv_1 from ref_r to pants_r, then from ref_l to pants_l, then you join them into one and remove doubles;
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Post by salameabbruzzetto on Jun 28, 2022 22:02:55 GMT -5
Apologies, misremembered the context of this post. In your case, it is neither weights nor uv_1. It's the shape of the mesh. I don't know how this works or how to explain it the right way, but if the mesh is meant to be affected by the morphs of the right side of the body, it must be on the right side of the body only, same with the left. - in edit mode disable Limit selection to visible. Holding Ctrl, select one side of the pants, press Ctrl L, choose UVs to select the whole side; - press P - Selection to separate, rename the separated side to pants_l, the other one to pants_r; - repeat both steps on the reference, naming them as ref_l and ref_r; - select pants_l. See the blue line? See how a little bit of the mesh crosses it? You need to press B, select that area of the mesh that crosses it ( not in the crotch area, just when the legs start to part), enable Proportional editing, press G X, scroll the mouse wheel up until the radius is appropriate, and move the mouse. The goal is for the mesh to not cross the line. You don't need to do it at once, when the upper portion of the mesh is good, you can deselect it; - once done, select pants_r and do the same thing; - now you just transfer weights and uv_1 from ref_r to pants_r, then from ref_l to pants_l, then you join them into one and remove doubles; omg thank you so much you really made my day, I was so frustrated because nothing seemed to help me and I never thought that would be a problem wow thank you so much really
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