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Post by simdistic on Jul 4, 2023 11:18:30 GMT -5
I'm assuming this is a uv issue? I have removed the faces the first time but left all of the body last time with the same result. Soo. hehe what did I do? Thanks xx
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Post by mauvemorn on Jul 4, 2023 11:36:56 GMT -5
Hi. uv_0 projects textures, uv_1 is responsible for morphing, neither have the power to distort the mesh like this. This is rigging-related problem, specifically mismatched bones. For example, you transferred weights from a dress, which is affected by skirt bones. Then you imported this blend into, say, a lingerie set, which has no skirt and is not affected by them. As a result, the skirt bones act up. When you are making a dress, transfer weights and start a package from a dress of the same length. However, there is most likely another problem. In you case, it is the leg that distorts. Which either means you joined the body with the dress before transferring weights or cloned something that is not affected by thigh bones ( like a top). It could have also replaced the wrong meshgroup. Neither of this should be done. In the future, please always provide blend and package files so that we could give you specific answers instead of vague assumptions
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Post by simdistic on Jul 5, 2023 18:42:24 GMT -5
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Post by mauvemorn on Jul 6, 2023 6:46:44 GMT -5
The tutorial you watched was very unfortunate, pretty much everything is done wrong. It is best to remake it, starting from MD: - select all patterns, change the topology to quads, set Particle distance to 20 or just a bit less. Do not use decimate on lod0, it rips uvs and makes the mesh look like crumpled paper; - choose a reference of the same length as your garment, export, open, import the garment, and append the body you're using; - do not join the body with the garment; - transfer weights, uv_1 and vertex paint from the reference to the garment; - delete all areas of the body covered by clothing; - make sure the garment has uv maps named uv_0 and uv_1, join it with the body; - when you apply rectangular textures to uvs, generated in square uv space, they stretch vertically. Before arranging them, you need to select all uvs of the garment and shrink them vertically with S Y 0.5 - the bigger the uvs, the better the texture quality. Scale uvs uniformly and try to fit them into the designated area first ( where you removed the body parts); - assign 0000, delete the reference, save; - you must not import a full-body outfit into a package started from a top. Clone Dresspanels instead, import the blend there, check in-game - bake textures, make lods
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