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Post by kohoyoketi on Apr 26, 2023 8:36:22 GMT -5
HELLO! I'm attaching my blend file with some results to show my issue: In the future, I'd like to be able to create garments with creases for TS4. However, I have tried god knows how many methods to flip the normal on a duplicate mesh to show the inner side of the cloth (Yes I did this ONLY for the part that needs to be visible) Tried matching the ratios of the mesh, switching to tris or quad, decimating, solidifying and reducing the thickness plus unticking the rim option. :'( Someone please ;_; I was advised to not make meshes from scratch but I really really want to and see others doing it. Here is the link: drive.google.com/drive/folders/1i6uMfuh1LZah_b5GcXlZ631tp_W1EaYa?usp=sharing
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Post by mauvemorn on Apr 27, 2023 9:24:12 GMT -5
Hi. When it comes to the bottoms of garments, you are meant to close the holes, not duplicate and flip the area. This area is not meant to be seen, so it serves no purpose and just increases the polycount. The shared baked result does not match the uvs but, i assume, after moving the uvs of the inner side, you rebaked the diffuse and encountered the same issue? if yes, offset the inner side further, at least by 0.0005. Right now it is too close to the front, so naturally there will be problems. Enable sync, select the uvs of the inner side in the uv editor, in 3d view press Alt S, type 0.0005, rebake the diffuse Also, before editing the placement or rotation of uvs, make sure to assign the rectangular image. Now some of the uvs are squished. Delete more body covered by clothing to free up more uv space and do not scale the uv islands individually, this will result in the difference in texture quality. And there is literally no point in using 2k poly buttons if you wont even see them up close
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Post by kohoyoketi on Apr 27, 2023 14:56:26 GMT -5
Sorry for the dumb questions, but what exactly do you mean by closing the holes at the bottom? As for the inner side, yes, I rebaked it after moving it around. I set the offset to what you suggested and it turned out great!
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Post by kohoyoketi on Apr 27, 2023 15:17:43 GMT -5
Also, should the uv parts of the sim's body be merged with the garment's uv parts in one layer? or should they be in separate layers where the layer of body parts is "visible" with the camera icon on so the shadows get rendered?
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Post by mauvemorn on Apr 27, 2023 15:43:40 GMT -5
It does not matter whether the body is joined with the garment or not when you are baking the textures. Separating them does not prevent the body from casting shadows. It does prevent the body's shading from baking to texture, though, so you would not need to delete it in the image editor This is what i mean by closing holes. In maxis items the garment usually connects to the body, though How to close holes: - Switch to Edit mode ( TAB ), switch to Edge select ( 1 ), select the border edge loop ( 2 ) by Alt-RMB-clicking on it; - Press E to extrude, S to scale, scale it down ( 3 ); - Press Alt M and choose Collapse ( 4 ); - Switch to Vertex select, select the vertex in the middle of created geometry, optionally move it up a bit, press Shift NumPad7 to align the view parallel to it; - Select - Select More/Less - More ( 5 ); - Shading / UVs - UV Mapping - Unwrap - Project from view* ( 6 ); - In UV editor scale it down ( S ) and put somewhere in the extra area; - Select the same border edge again and mark it as Sharp ( 7 ); - before baking textures, select one edge marked as sharp, Select - Select similar - Sharpness, then split all of them with Mesh - Edges - Edge split.
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