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Post by kgirly19 on Dec 19, 2022 0:49:05 GMT -5
Hi there Happy holidays to everyone celebrating. I was wondering if anyone could point me in the direction of some tutorials that could help me remove the shirt collar below the sweater from Werewolves with the ribbons on the shoulders. I've tried a few different approaches. The first was using the base top mesh from Trillyke. The neck ended up not matching the texture properly. Even after I edited the textures to remove the collar (including coloring in the collar with black on the alpha layer.) Then I tried a similar method by importing the mesh for the basegame strapless bra in and connecting it to my mesh (including making sure the cuts were the same.) Finally, I started trying from the opposite approach by using the BG bra as the base and importing the mesh from the sweater sans the collar but frankly that was even more messed up. Here's a folder with some of the .blend attempts and the .package attempts if anyone wants to see the absolute mess I've made so far. drive.google.com/drive/folders/1Z558TCgDVznpdFab7pDfYhkdY5zXBduN?usp=sharingTLDR Are there any tutorials for removing the collar off of a mesh top and adjusting the texture?
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Post by mauvemorn on Dec 19, 2022 16:54:20 GMT -5
Hi. Beginner-oriented frankenmeshing tutorials should cover how to remove and replace unwanted parts, does not matter what type, but they are generally lacking. It goes like this: - clone the sweater again, export the blend, do not join the meshgroups;
- select the collar, switch to Edit mode, in UV editor select all uvs and optionally assign the diffuse to have an easier time finding the collar's uvs; - enable sync, press B, click-and-drag to select the uvs of the collar, in 3d view press Delete, choose Faces; - switch to Object mode, select the neck meshgroup, delete it (just remember that the cut is 0002); - expand the rig, make "top" visible and selectable, select "top", press Shift D, then Esc to duplicate. Hide "top"; - select top.001, in edit mode disable Limit selection to visible, select and delete all areas of the body covered by the sweater; - select all, then Faces - Tris to quads, enable Compare uvs (isnt needed in this case but always enable it just in case). Take the Knife tool and create an edge loop closer to the collar. Once you finish, select all those unnecessary faces and delete them;
- select top.001, then the meshgroup of the collar ( in this order), Ctrl J to join; - hide "head", "teeth" and head_2", select the collar again, disable Limit selection to visible, enable Snapping to Vertex, select a vertex on the collar, press G, snap it to the closest vertex on the neck, do this until there is no gap between them; - select everything, Mesh - Merge - By distance, set Merge Distance to 0,0001 ( this will make the vertices where the collar connects to the neck have the same weights. It will also remove the seams on the neck, you should do this to hands as well); - switch to uv_0 and make sure the uvs of the neck do not project the sweater's textures, move the neck's uvs a bit away from it. Select everything, UVs - export uv layout, you'll use this image as a reference when editing the diffuse; - switch to uv_1, in 3d view select every vertex where the collar connects with the neck and M - At center, then put it on top of the corresponding uv of the collar; - in uv_0 select the uvs of the neck, in 3d view press P, choose Selection; - assign the separated part 0002; - re-import back in s4s; - edit the diffuse
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Post by kgirly19 on Dec 20, 2022 2:00:32 GMT -5
Thank you so very much! I worked on it this evening and your directions were extremely helpful, especially since I'm still new at Blender. I got to the part where I need to make sure that the uv_0 doesn't project the sweater's texture. I'm not sure how to tell the difference between the uvs. I'll upload a picture of what I think you mean but I'm gonna take a break tonight and continue tomorrow when I have more energy. drive.google.com/file/d/1y4tSTHwkzG-X2bjCClNdTMJ9D16UVhHu/view?usp=sharing
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Post by mauvemorn on Dec 21, 2022 17:02:11 GMT -5
You need to choose DiffuseTexture as the background. Then you will see that some uvs align with the texture of the sweater. You can also select the neck in 3d view to see where its uv island ends
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