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Post by muttonchops on Jun 10, 2023 12:11:38 GMT -5
Hi all
I am very new to the CC making process and was trying to make my own CCs through MD. I have managed to make a few pieces and have reached the stage where I have transferred weights, unwrapped the meshes, baked AO UV maps, and checked them in S4S.
I really needed help with the process that comes after, I have tried looking for tutorials a lot but could not find any. I am very well versed in Photoshop so I know my way around it. If someone could point me towards any tutorial or any guide to making custom texture wraps for my meshes, it will be very helpful!
Thanks a lot!!! 🥲
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Post by mauvemorn on Jun 10, 2023 12:16:05 GMT -5
Hi. Share the blend and the package please so that we would know what is and isn’t done
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Post by muttonchops on Jun 25, 2023 4:22:17 GMT -5
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Post by mauvemorn on Jun 25, 2023 8:42:46 GMT -5
Hi. It is best to go back to MD and change a few things because you will not get good textures with current uvs, they are too small and differ in size - the most complex maxis meshes almost never go pas 10k tris, yours is two times higher than that. The automatic retopology in MD fails to do what it should, in fact, it makes things worse, so it is best to never use it. Either model in quads and keep Particle distance high or retopologize the mesh manually using their new manual retopology tool ( as a beginner, i would skip this step for now). MD buttons are also very high poly, so it is best to not use them and import your own low poly ones. Alternatively, you can reduce their polycount in Blender by deleting parts that are not visible ( threads, the back side, the holes); - the bigger the uvs are in uv_0, the better the texture quality. When uvs differ in size ( some are bigger than the intended size, others are smaller, as in uvs that were scaled individually, with no regards for other), you will get noticeable difference in the texture quality between patterns - all areas of the body covered by clothing should be deleted, so you should select them more carefully to free up more space for the garment's uvs - you should add the inner side only when it is visible from reasonable angles, theres no need to add so much if you can see it only from very specific angles; The order: - clone a maxis item of similar type ( top) and length with as little sculpted details as possible. yfTop_TankShort will work just fine; - export the blend, open, rename the mesh to Reference. Import your garment from MD; - close holes, - transfer weights, uv_1 and vertex paint from the reference; - delete all areas of the reference covered by clothing, join it with the garment; - assign the template in the background of uv_0, bring back the uvs of the garment to the original size with S Y 0.5, put them in the free space, while prioritizing the intended locations ( front and back patterns in the torso area, sleeves in the arm area, etc) and avoiding the bottom right corner ( everybody puts everything there and you end up with cas full of items that cannot be used together); - assign 0000 and import in s4s. Check how the mesh moves and morphs; - bake a diffuse map. The tutorial you watched should have covered this step, no? - make other maps, check how all behaves in cas on the highest settings; - if you want your garment to behave as intended by developers, you should clone yfTop_CardiganRolled and split your mesh similarly, assigning corresponding cuts; - make lods and more color variations; - make thumbnails if you want
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Post by muttonchops on Jun 25, 2023 23:19:30 GMT -5
Hi! Thanks a lot for these steps, there are parts that I have not understood being a beginner, I'll ask more questions regarding those in another reply! I will be sure to go back and follow these steps though. Also, what about the texturing and colouring though? How do I go about it once I have done all of this?
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Post by mauvemorn on Jun 26, 2023 3:10:11 GMT -5
You bake the texture and then flood it with color in photoshop, using whatever blending mode works best. Was this not covered in the tutorial you watched? After you’re done with your item, you can share it with others or make another one?
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