|
Post by jujulecookoo on May 7, 2023 22:31:13 GMT -5
How do remove invisibility on a mesh (like a skirt) when you look under it? I know I can duplicate it and scale it down to create an inner part so it recognizes it but I can't do it on this project because the garment has too many folds and won't work. Is there a way to make a garment (mesh) be double sided?
|
|
|
Post by mauvemorn on May 8, 2023 9:19:10 GMT -5
Hi. You're meant to just close those holes. This how maxis does it 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.
|
|
|
Post by jujulecookoo on May 10, 2023 20:10:44 GMT -5
linkThat won't work for my project do you know any other way?
|
|
|
Post by mauvemorn on May 11, 2023 11:02:01 GMT -5
Alt click on the border to select it, press F to close the hole, then triangulate and unwrap the selection. This, however, is the last of your concerns right now. As it is currently, your mesh will not work in ts4 at all. It is high poly enough to crash the game and the head piece will look like this in-game unless completely reshaped with avatar's arms down
|
|
|
Post by jujulecookoo on May 13, 2023 21:09:06 GMT -5
Ok, the particle distance in MD is 10, is that the reason the poly count is high? Or is it the subdivision surface modifier I applied in Blender? Or is it something else I have to change?
|
|
|
Post by mauvemorn on May 14, 2023 6:56:46 GMT -5
Lowering the particle distance and using subdivision modifier are things that should not be done. Maxis meshes almost never go beyond 10k tris, so your goal is to make your item as low poly as you can
|
|
|
Post by jujulecookoo on May 16, 2023 22:08:29 GMT -5
ok is there another way of making the mesh look better/smoother? And am I supposed to change the tris to quads in blender?
|
|
|
Post by mauvemorn on May 17, 2023 15:01:40 GMT -5
Changing tris to quads will help, but not dramatically. You are meant to retopologize the mesh while taking into account its shape and intended functionality. You can do it manually using MD's manual retopology tool or external retopology tools like Zbrush's zremesher
I would not advise to retopologize the mesh if you're making something that does not already exist among maxis items. There is always a reason for this and your item most likely will not work as intended, so the time and effort put into retopology would be wasted for nothing. Adapt it in quads first, see if it will work, and then retopologize and re-do the adaptation process, if you feel like it
|
|