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Post by TheCreativeSimmer on Oct 3, 2023 10:26:11 GMT -5
prnt.sc/JP34wUPj-4gxCould someone please explain to me why my mesh is reacting this way with the model when I import it into S4S. I noticed that the way it is glitching is based off of the reference bottoms I chose to use to transfer weights but I do the same thing with all my clothing items and I've never had this problem.
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Post by mauvemorn on Oct 3, 2023 12:45:35 GMT -5
Hi. The item you started the package from is made of 3 or 4 meshgroups, each of which is tuned to hide or be hidden by tall boots and avoid this issue Your blend file has only one meshgroup, so it replaced only one of them while the rest stayed. If your pants do not reach ankles, you can clone underwear and import your blend there. If they do, you must split your mesh exactly as the original was
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Post by TheCreativeSimmer on Oct 3, 2023 16:34:48 GMT -5
Hi. The item you started the package from is made of 3 or 4 meshgroups, each of which is tuned to hide or be hidden by tall boots and avoid this issue Your blend file has only one meshgroup, so it replaced only one of them while the rest stayed. If your pants do not reach ankles, you can clone underwear and import your blend there. If they do, you must split your mesh exactly as the original was prnt.sc/h4xLAI3QefM4 Thank you, I was able to fix that problem but now it has rigid edges in game do you know what might have caused it to look this way?
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Post by mauvemorn on Oct 3, 2023 23:44:26 GMT -5
Your item has bad topology and is high poly + you may have transferred weights and uv_1 with default settings instead of Nearest face interpolated
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