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Post by cinnasims on Aug 1, 2022 13:18:03 GMT -5
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Post by mauvemorn on Aug 1, 2022 15:08:07 GMT -5
Hi. When you extruded edges to close holes, you created sharp edges. When sharp edges are shaded as smooth (by default), dark shadow form along them. You can tell blender to shade them as sharp by marking them as sharp or by playing with autosmooth, but this will not translate to ts4. So for the game to shade them as sharp you need to split the mesh along them You need to close only those holes that are visible. In this case it is only the one at the bottom. However, you missed a few edges when selecting the bottom edge loop, so it is best to just delete it and re-close it - in edit mode disable Limit selection to visible, switch to Vertex select, select the vertices in the middle of the geometry you created, both at the top and at the bottom, Delete - Vertices; - select everything with A, Select - Boundary loops, in 3d view press B, holding Shift, click and drag to deselect edges at the top, optionally mark as Sharp; - press E, then S, then Alt M - Center, move the vertex up if you want; - with that vertex in the middle selected, either Select - Linked (Sharp) or Select - Select more/less - More to select the whole created geometry; - always unwrap everything you create. So choose Unwrap in the Shading/uvs tab; - deselect the vertex in the center, Mesh - Edges - Edge split to split that edge loop. This, however, is something you do after the mesh is adapted, otherwise the vertices might get different weight values and create a gap in-game. So marking those edges as sharp now, selecting them all (select one edge marked as sharp, Select - Select similar - Sharpness) later and splitting is more practical. - speaking of weights, you should re-transfer them, they look strange (select b__Pelvis__ to see what i mean). Unhide the reference, select it, shift-select your skirt, Transfer weights with the following setting, Clear with All groups, Limit total
- the uv_1 is missing (haven't done it yet?). Make sure to unhide the reference before transferring. Use Nearest face interpolated as well
- skirts should be vertex painted with two colors Vertex paint dictates what variation (skin-tight and robe-like) of deformation maps the painted area will deform according to in CAS during body customization and animation. 00FF00 is for skint-tight areas, 3FFF00 is for any skirt-like area ( skirts, bottom parts of dresses, coats, aprons, etc). Start by choosing 00FF00 and Paint - Set vertex color 1). Disable Limit selection to visible; 2). Holding Ctrl, lasso-select the bottom part of the mesh starting somewhere in the middle of the pelvic bone; 3). Enable sync; 4). Press B and deselect legs; 5). Switch to Vertex paint and enable Face selection masking for painting; 6). Type in 3FFF00; 7). Paint - Set vertex colors; 8). Press A twice to deselect and select everything again, Paint - Smooth vertex colors
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Post by cinnasims on Aug 2, 2022 12:30:28 GMT -5
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Post by mauvemorn on Aug 2, 2022 14:10:15 GMT -5
They transferred. You do not need to edit them in any way, simply transferring is enough for this item. You do not need to use 2.7 for anything
The vertex paint is not re-done.
iv uv_0 the uv island of the geometry that covers the hole is outside of the uv space
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