lorwi
New Member
Posts: 1
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Post by lorwi on May 17, 2023 15:13:41 GMT -5
I am completely new to creating CC, 2 days ago I didn't have a clue what blender or MD was and I am trying to teach myself using online guides and YT tutorials. I have successfully been able to create a basic top which has no issues (below) I have then gone on to try creating a dress and I am not sure what I am doing wrong or how to fix this so thought I would ask here before I waste even more time searching (been sat here all day trying to work it out) So, when opening the dress in CAS/in game it has holes near the arms and this weird texture on the skirt when the sim moves or at certain angles? If anyone could help I would be extremely grateful, I am currently using Blender 2.76 & 2.70 Link to OBJ, Blender & Package File
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Post by mauvemorn on May 17, 2023 16:47:56 GMT -5
Hi. You are making a dress, which should animate and morph like a dress, so all the data responsible for those things should come from a dress of the same length. You transferred it from a lingerie set instead, so the skirt behaves like legs. Start by finding a maxis garment that is similar to what you have in mind and studying it: 1. the first thing you will notice is that none of them have deep folds like yours. There is, however, an illusion of them created with textures. The lack of these sculpted folds is the first thing that makes maxis meshes look so smooth during animation and morphing; 2. the second thing is the edge flow. If you were to quadrangulate the mesh, you'd see that the edge loops have a flow and the logic behind their placement. There are vertical edge loops along the folds. There are circular edge loops in the chest area where the breasts shrink and expand. There are edge loops in places where the body bends. Right now your dress has random topology and it makes the mesh look and behave in the "crumpled paper" manner; 3. the polycount. The maxis dress has more edge loops in places where they are needed to retain the shape or the functionality. You see more edges in the knee area where the dress bends, in the chest area where the mesh expands, in the waist area where the mesh changes the shape dramatically. Less edges in the thigh area where the mesh does none of the above. Your mesh has universal density that is unnecessarily high for the game asset yet too low to make the mesh smooth. Basically, the mesh is high poly not just "for nothing" but for worse, since it amplifies the "crumpled paper" look; 4. if you were to select each major bone from the skirt area in Weight paint mode, you'd see that the paint's fall-off is smooth. If you were to do the same with your dress, you'd see that the paint is blotchy, so the mesh does not deform smoothly. The weights should be transferred with Nearest face interpolated to avoid this; 5. the difference between how the skirt and the legs are unwrapped in uv_1 is evident here 6. see the distortion in the armpit area? Because the sleeves are loose, some areas of them are closer to the torso and receive data from it instead of arms. You'll notice that maxis always makes sleeves tight in that area 7. See how in the first pic the knit pattern is bigger on the arms? You should not scale uv islands of the same piece of clothing individually, it leads to this, it is noticeable even without a pattern. 8. should not have deleted all the legs 9. You do not need to use two versions of blender ( quoted text only) and should avoid tutorials that tell you to do it, it's a sign they are made by a beginner
You will not be able to make this item behave right without completely remaking it and, instead of doing this, it would be more reasonable to make something that does not have all these folds to make it harder for you to learn the basics
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Post by BokchoiJo on May 17, 2023 22:57:25 GMT -5
Hi, if you want to get cleaner mesh from MD you should make it a habit to retopology the mesh. Cleaner mesh means better topology (like mauvemorn show above), lower poly count & less headache when transferring weight & uv1. To get the fold detail you can bake the detail into normal map, this is what maxis do to their mesh. With normal map you get high poly detail on a low poly mesh. Here's a tutorial on the general process theslyd.tumblr.com/post/161020478636/tutorial-normal-bump-map-baking-in-blenderDon't mind the zbrush part, you can do that with Blender with different technique. With this outfit you can start over with a simpler design that doesn't have to much fold detail like mauvemorn said or if you still want to continue with this outfit you can try the retopology route. It's quite a lot of work but if you can learn blender & MD in 2 days I'm sure you can do this. Good luck on your CC making
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