|
Post by learxfl on Mar 13, 2023 1:55:28 GMT -5
Hello! Does anybody has a tutorial for making a necklace? is it the same method as making a top / clothes ? or if u have something that helpful , you can comment down below ^^
|
|
|
Post by mauvemorn on Mar 13, 2023 7:33:03 GMT -5
Hi. How to model a necklace depends on the shape of it. As for adapting, it’s pretty much the same as any other mesh-based cas object. You should start by looking through the catalogue to find a similar necklace. You will notice that they never go too close to the breasts and it’s best if yours doesn’t either (it will distort with breast morphs, it’s inevitable). Once you will find a similar one, export the blend, open and study it. You will see two meshgroups: one for the necklace and one for the cube inside the body. This is done for the necklace to properly interact with tops and you should leave it in the scene, replace only the necklace itself. You would see that the necklace is affected by the same bones as the body underneath it. Same goes for uv_1, so both should be transferred from the nude top instead of another necklace. You will also see that it is vertex painted with 007F00 - morphs just like the body underneath but does not highlight when you hover over it in cas And if course it’s uvs in uv_0 are in the space meant for necklaces. Once you adapt your necklace like that, make sure to assign the same cut as the original had. That’s about it.
|
|
|
Post by learxfl on Mar 15, 2023 1:28:42 GMT -5
I have a quick question , how to fix the necklace inside the clothes? I tried to edit the region map . chest , necklace , neck etc and the necklace still inside the clothes
|
|
|
Post by mauvemorn on Mar 15, 2023 2:22:49 GMT -5
Well, I would need to see the files to know for sure but you either made it too long or replaced the cube instead of the necklace
|
|
|
Post by learxfl on Mar 15, 2023 3:27:49 GMT -5
I think i made it too long ! I'll try again . I will send u the package file ^^. Thank you for your help
|
|
|
Post by simmervibe on May 20, 2024 19:16:03 GMT -5
Hi. How to model a necklace depends on the shape of it. As for adapting, it’s pretty much the same as any other mesh-based cas object. You should start by looking through the catalogue to find a similar necklace. You will notice that they never go too close to the breasts and it’s best if yours doesn’t either (it will distort with breast morphs, it’s inevitable). Once you will find a similar one, export the blend, open and study it. You will see two meshgroups: one for the necklace and one for the cube inside the body. This is done for the necklace to properly interact with tops and you should leave it in the scene, replace only the necklace itself. You would see that the necklace is affected by the same bones as the body underneath it. Same goes for uv_1, so both should be transferred from the nude top instead of another necklace. You will also see that it is vertex painted with 007F00 - morphs just like the body underneath but does not highlight when you hover over it in cas And if course it’s uvs in uv_0 are in the space meant for necklaces. Once you adapt your necklace like that, make sure to assign the same cut as the original had. That’s about it. Hi, I found this thread and have some questions about necklaces:
1. I have my mesh and reference with 2 meshgroups (square and necklace). Should I delete the mesh from necklace meshgroup and join my mesh into that original meshgroup, and then append a nude top and transfer uv_1 and color and vertex groups from it? 2. There are two sections on the UV placement example, one is for necklaces and the other is for uv. For instance I'm creating a choker, should I put it in the choker section or in necklace section? Or can I use both sections?
Thanks in advance!
|
|
|
Post by mauvemorn on May 21, 2024 3:24:34 GMT -5
Hi. How to model a necklace depends on the shape of it. As for adapting, it’s pretty much the same as any other mesh-based cas object. You should start by looking through the catalogue to find a similar necklace. You will notice that they never go too close to the breasts and it’s best if yours doesn’t either (it will distort with breast morphs, it’s inevitable). Once you will find a similar one, export the blend, open and study it. You will see two meshgroups: one for the necklace and one for the cube inside the body. This is done for the necklace to properly interact with tops and you should leave it in the scene, replace only the necklace itself. You would see that the necklace is affected by the same bones as the body underneath it. Same goes for uv_1, so both should be transferred from the nude top instead of another necklace. You will also see that it is vertex painted with 007F00 - morphs just like the body underneath but does not highlight when you hover over it in cas And if course it’s uvs in uv_0 are in the space meant for necklaces. Once you adapt your necklace like that, make sure to assign the same cut as the original had. That’s about it. Hi, I found this thread and have some questions about necklaces:
1. I have my mesh and reference with 2 meshgroups (square and necklace). Should I delete the mesh from necklace meshgroup and join my mesh into that original meshgroup, and then append a nude top and transfer uv_1 and color and vertex groups from it? 2. There are two sections on the UV placement example, one is for necklaces and the other is for uv. For instance I'm creating a choker, should I put it in the choker section or in necklace section? Or can I use both sections?
Thanks in advance!
You must make the necklace the same way the original is made. chokers and necklaces have different areas on the uv map, yes - clone a chocker, export the blend, open; - import you necklace here; - expand the rig, make the top selectable; - transfer weights and uv_1 from the top to the necklace; - vertex paint the necklace with 007f00; - put uvs in uv_0 in the space meant for chokers; - give your necklace the same cut as the original one has, delete the original; - do not delete the cube, save, import back;
|
|
|
Post by simmervibe on May 26, 2024 19:59:27 GMT -5
Hi, I found this thread and have some questions about necklaces:
1. I have my mesh and reference with 2 meshgroups (square and necklace). Should I delete the mesh from necklace meshgroup and join my mesh into that original meshgroup, and then append a nude top and transfer uv_1 and color and vertex groups from it? 2. There are two sections on the UV placement example, one is for necklaces and the other is for uv. For instance I'm creating a choker, should I put it in the choker section or in necklace section? Or can I use both sections?
Thanks in advance!
You must make the necklace the same way the original is made. chokers and necklaces have different areas on the uv map, yes - clone a chocker, export the blend, open; - import you necklace here; - expand the rig, make the top selectable; - transfer weights and uv_1 from the top to the necklace; - vertex paint the necklace with 007f00; - put uvs in uv_0 in the space meant for chokers; - give your necklace the same cut as the original one has, delete the original; - do not delete the cube, save, import back; Thank you, everything worked for me! The only thing is that uv_1 is sooooooo frustrating because it deforming the choker a lot, and I noticed that almost every choker or necklace in game has the noticeable deformation on the sides.
And I'm also curious about what happens if I place my uv's in both choker and necklace sections? You can't wear them at the same time, so textures won't overlap each other, right?
|
|
|
Post by mauvemorn on May 27, 2024 2:22:24 GMT -5
If both indeed cannot be worn together (I’m on mobile rn ), then yes, you can take it
|
|
|
Post by simmervibe on May 27, 2024 3:05:45 GMT -5
If both indeed cannot be worn together (I’m on mobile rn ), then yes, you can take it Gonna check that out. Also, any advices about uv_1 will be much appreciated, take your time!
|
|
|
Post by mauvemorn on May 27, 2024 6:15:39 GMT -5
Try this: - open the blend, select the choker, choose uv_1; - select all uvs, UVs - Align - Align horizontally; - save, re-import, check in-game
|
|