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Post by amandablair90 on Mar 1, 2023 21:14:17 GMT -5
Hi! this is my first time posting here. I am newer to making CC and have been learning better how to troubleshoot -- however, I cannot seem to get this dress right. I've made quite a few clothing items so far and haven't ran into this particular issue before. Here is an image of what it looks like in game: I've made a maxi dress before and have not ran into this issue. I have started over many times and am just clueless. Any help would be absolutely adored and appreciated ♥ Link to Blender file & Package fileThanks in advance, again, I'm pretty new to this so there could be something I'm totally missing here!
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Post by dissia on Mar 3, 2023 3:20:16 GMT -5
Hey. You share different blend file and different one is included into package. Share one that it's latest, not one that even have different uv maps. Your mesh have skirt weights and lingerie you used as a base package does not have ones. You can delete skirt weights or use base package that include skirt weights (dress). Also I would retransfer weights again cause they are messed. I used maxi base game dress, deleted skirt weights and it works. Your mesh is really high poly, you should mesh in quads, set bigger particle distance and retopology it in MD, not use decimate and mess uv map so badly. Also uf you make dress transfer weights and uv_1 from dress, not legs cause they move differently. Do not make almost everything double sided, it only adds polycount. Sleeves should have closed holes, top part of dress can be double sided but lower you can close holes too. Bottom part of dress should be vertex paint in a different color, cause dress move differently than legs. Select your dress from the bottom to in the middle of pelvis bone. Then in vertex paint choose option "Face selection masking for painting" (cube with one red side), choose 3FFF00 color and Paint -> Set Vertex Colors. Then uncheck Face selection and use Paint -> Smooth Vertex Colors You used decimate and your uv_0 got messed and you can even see that on your texture, it's messed where seams should be, not straight but jagged
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Post by amandablair90 on Mar 4, 2023 23:03:01 GMT -5
Thank you for this explanation. I haven't tried it yet, but it's very useful information! I learned how to do this through so many different tutorials -- so you are saying I should make the different LODs in MD instead of decimating. I will look into tutorials on retopology in MD as I haven't done that yet. Thank you!
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Post by dissia on Mar 5, 2023 10:06:26 GMT -5
Thank you for this explanation. I haven't tried it yet, but it's very useful information! I learned how to do this through so many different tutorials -- so you are saying I should make the different LODs in MD instead of decimating. I will look into tutorials on retopology in MD as I haven't done that yet. Thank you! Not different LODs, cause you should make them out of your LOD_0, but make your LOD_0 look good, with proper retopology and uv map in MD and then finally export to blender. Your mesh would be less poly, better looking and better working in game, without using decimate. Your mesh uv shouldn't be dense - look how ea ones look, your should be similar. Different LODs is what game load when you zoom out or lower graphic settings, just lower poly version of your LOD_0 mesh
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