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Post by louailan on Sept 6, 2023 11:13:34 GMT -5
Hello! I have some questions about CC that I made. So I learn how to make a normal map based on this tutorial . Tbh, I don't really understand with point no 5, so maybe the problem is there???? Here the link of my CC and the pics (The pink top is only the mesh and shadow map. And the blue white is with the normal map) 1. Why do my clothes look so shiny like this and has the weird shadow on the skin? The other CC, the skin is shiny too, but I deleted it and don't have the screenshot :( 2. The back part collides/sticks with some type of bottom. How to handle it?
I am eagerly awaiting answers to some of my questions. Thank you^^ have a nice day!
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Post by mauvemorn on Sept 6, 2023 11:48:26 GMT -5
Hi. This happens because the alpha channel was not preserved. You must save the image with BC3/DXT5 settings for it to happen. But now the alpha channel is lost, so you need to paste the red channel from the original purple map into it again Unrelated to this problems: - your garment is longer than the used reference. The ornaments at back cover the lower body but did not receive the data from it, so they clip; - when arranging uvs in uv_0, do not scale them individually unless the difference in texture is acceptable. See how flower pattern is bigger on the sleeves and the back than at the front? This is why. It makes sense to make buttons, ornaments, zippers bigger, but you should not do that to sleeves or torso; - when removing the area of the body covered by clothing, select it more carefully and as much as possible. Less body's uvs, more space for the garment; - in MD model in quads. The garment will be smoother and more manageable. Do not lower particle distance too much, your goal is just to preserve what cannot be preserved through textures. Higher polycount = worse performance of the game; - for the future, add swatches and lods at the very end. Some mistakes will require you to restart the package or remake uv_0, so all of that can be for nothing; - do not transfer anything to the body. Transfer everything first, then join them. I assume you are using two versions of blender to transfer weights and vertex paint in 2.7, that is unnecessary and you should avoid tutorials that tell you to do that
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Post by louailan on Sept 6, 2023 12:30:58 GMT -5
Thanks for your answer!
- Is there a way to keep the clothes from colliding with the pants without making them shorter? And what if I want to make a long dress that reaches to the ground without colliding with the shoes? - So while setting the UV, I have scale the clothes at the same time? Actually, I was also confused about why the patterns on the sleeves always looked bigger, but I didn't realize the cause and just made the patterns on the arms smaller.
Thank you for all your suggestions. This really helped me to understand everything better.
In the future I will replace garment as a quad and will manage everything in only 1 blender
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Post by mauvemorn on Sept 6, 2023 13:34:44 GMT -5
You just need to use a reference of appropriate length and transfer all the data from it This is what i mean. The first item cannot be the reference for the second one, it is too short.
Yes, so you have everything selected. Scale and move the selection until the biggest uv island ( a sleeve ) fits somewhere. Deselect that sleeve. Then move the selection until the next biggest island fits somewhere and so on
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Post by louailan on Sept 6, 2023 18:43:05 GMT -5
Okay, I understand and will do everything as your advice. Thank you so much. Have a nice day^^
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