|
Post by voidddd on Jan 7, 2023 19:46:32 GMT -5
I apologize for making 2 posts so close together, I don't want to saturate or anything, but I am having problems when transfering data to my new mesh. I tried both blender 2.7.6 and 3.3. I used the recommended options (nearest face interpolated, etc.), both layers visible in object mode. I'm not sure if it's because of the uv layout, since this one's a bit weird (Skirts are just big circles), or if there's a button i have to press and i'm not pressing (I press apply but then modifier options appear to the left and it makes me think maybe it hasn't been applied?). I should probably just do it manually but the prospect seems so difficult to me and I'm not sure where i'd begin. Blend file: drive.google.com/file/d/1OHkENP0G-cTe_Lh0nOMd0z5V0-s-iZtM/view?usp=sharing
|
|
|
Post by voidddd on Jan 8, 2023 12:41:09 GMT -5
I don't know why but it isn't working with any mesh, it must be something obvious that I'm doing but i don't know what it is. It worked before but now it doesn't.
|
|
|
Post by voidddd on Jan 9, 2023 3:59:59 GMT -5
nvm i'm literally so stupid i forgot to click on uv instead of just clicking the options
|
|
|
Post by mauvemorn on Jan 9, 2023 7:55:56 GMT -5
Hi. Glad you figured it out. A few more things: - you must not join the body with the garment until the latter is rigged, vertex painted and has a proper uv_1, otherwise the data of the body will be overwritten as well. Select b__R_Skirt__ and you will see what i mean. You should delete the body, re-adapt the garment, then join it with a new body again; - dresses should be vertex painted with two colors. You can simply transfer them from a similar dress; - For the future, do not model in tris in Md, it gives the garment that crumpled paper look. Either change the topology to quads and keep Particle distance high or retopologize the mesh. Also, try to split big pattern into smaller ones. This way you will be able to utilize the available uv space more efficiently.
|
|