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Post by melonnym on Nov 19, 2022 4:52:28 GMT -5
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Post by mauvemorn on Nov 19, 2022 5:38:17 GMT -5
Hi. We need to see the blend and package files. It seems like your mesh is very high poly and something is poking through it (the other side or the remnants of the original mesh)
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Post by melonnym on Nov 19, 2022 8:34:58 GMT -5
Hi. We need to see the blend and package files. It seems like your mesh is very high poly and something is poking through it (the other side or the remnants of the original mesh) disk.yandex.ru/d/5c4rJS3jM87kTg
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Post by melonnym on Nov 19, 2022 9:14:41 GMT -5
Hi. We need to see the blend and package files. It seems like your mesh is very high poly and something is poking through it (the other side or the remnants of the original mesh) I think, I found why it was flickering, thank you anyways
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Post by mauvemorn on Nov 19, 2022 11:10:06 GMT -5
You watched a very unfortunate tutorial, so it is best to re-do everything staring from MD: - the dress is high poly enough to crash the game for many people. In MD either change the topology to quads and keep Particle distance high or retopologize the mesh; - uvs generated in the square uv space stretch vertically when rectangular CAS textures are assigned to them. So before re-arranging uvs in uv_0, make sure to shrink them vertically with S Y 0.5. Right now the uvs of the underskirt are stretched; - the skirt uvs are in the area meant for shoes and will conflict with them; - do not join the garment with the body until the former is fully adapted ( weights, uv_1 and vertex painted are already transferred). The body is already adapted to perfection, you should not overwrite any of its data - all areas of the body covered by clothing should be deleted; - the garment is vertex painted by a completely wrong color. It should be 00ff00, not 00ff04. That said, the dresses should be vertex painted with two colors. It is easier to just transfer them than to paint manually - close holes not only by extruding them but collapsing as well. You should also unwrap them and split sharp edges;- if you were to look at how skirt bones affect the dress or at uv_1, you'd see that the reference was too short; - when you make a dress, clone a maxis dress of the same length, use it as a reference and as a base for the package. Do not clone swimsuits for dresses, they are affected by different bones which can result in this on your or other people's computers; - you do not need to use 2.7 at all; 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 [/quote]
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