Post by macaronimuriel on Nov 23, 2022 2:39:16 GMT -5
I was trying to make a dress like this, but when it came over from Zbrush it is crooked. How do I fix it without having to redo it?
Also in Marvelous Designer I put the shirt on layer 0 and the suspender dress on layer 1. How do I do the same in Blender? Do I have to delete part of the shirt or do I have to add the suspender dress as an accessory or bottom?
I am not sure why your dress is so much not suiting mesh, especially left arm. I suggest to create your mesh in MD with higher particle distance and make sure it's not that tight to body, at the same time you'll reduce polycount (16k poly for this outfit like this without body parts is a lot). Or you can make it bigger by resizing in blender To make it an outfit you need to delete body parts under dress and probably some top parts too, then close holes and adapt it to game. Watch some tutorials about adapting clothing form MD to game
Hi. You need to go back in MD and re-do some things
1). It appears as if the avatar's left arm was moved down or the whole top was moved to the left. Do this:
- go back to MD, select only the patterns of the top, export them with the settings from 5)., import in your current blend to see if it matches the body. If it does, move onto 2)., if not, do the following:
- clone a lingerie set, export, open;
- expand the rig, make feet and head_2 selectable (cursor icon);
- open the scene in MD with your garment, RMB-cick on the avatar and choose Delete; - File - Add - Avatar, choose the exported body; - run the simulation again;
2). If you were to look at the skirt area of the file you shared, you'd see that it clips into the body. This could have happened for three reasons: the avatar was subdivided, the skirt was too tight, and the topology of the skirt was too dense. The solution is to not subdivide the avatar, not lower particle distance of the skirt patterns too much (you garment has no folds, 20 will work just fine), and to make the skirt's patterns a bit wider in the hip area. If you will ever make something that requires dense topology, then you would need to subdivide the avatar as well. In that case, you could increase the offset from the avatar to avoid clipping. Now, though, there's just no point in having dense topology;
3). Another problem you should fix now and try to avoid in the future are loose armpits. It will be difficult to rig the mesh if they are loose. Just make this area of patters tighter;
4). For the future: to fit the body perfectly and not cause you problems, the garment should be made the same way a real-world version would be made. However, you do not need to know how to tailor to achieve this. You can import maxis clothing in Md and modify it to your liking. In this video, from 0:30 to 4:00, i show how to do this. You can also watch from 12:35 to 13:20 to know how to split the mesh in more patterns or make them of your desired shape. Do not watch anything else, it is no longer relevant, MD has a better retopology tool now
5). Layering clothing is a MD thing. It is done to prevent collision during simulation. In blender you do not need to simulate anything. Instead, as Dissia said, you are meant to remove any overlapping, all parts of the top covered by the dress should be deleted. All parts of the body covered by the garment should be deleted as well;
6). When you export the mesh from MD, make sure the settings look like this. Then you will not need to rotate it
7). If you're going to retopologize in Zbrush, set Target polygons count to the lowest number you can while preserving the shape of the mesh. The higher it is, the harder it will be for you to adapt the mesh, the worse it will behave in-game, the heavier the file will be, the longer the game will take to load. I would advice you to just retopologize in MD using the new retopology tool, its fast and you get to preserve the MD's uvs;
Last Edit: Nov 23, 2022 8:32:20 GMT -5 by mauvemorn
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