Everything needs to be re-done. I'll list problems starting from MD
- in-game most of the time a sim stands with arms down. In MD the garment is simulated with arms up, which creates problems with loose sleeves.So when creating clothing with loose sleeves, make them tight in the armpit area, otherwise not only will it look weird but it will be very difficult to manually re-do weights;
- In MD
model in quads and do not lower particle distance too much. Do not use Remesh, it only makes things worse;
- the reference must be of the same length or a bit longer, not shorter;
- weights transferred with incorrect settings and arent cleaned afterward;
- uv_1 needs to be transferred with Nearest face interpolated;
- body underneath clothing is not removed;
- uvs created in the square uv space stretch when rectangular textures are applied, before moving them, you must shrink them back to their original shape with S Y 0.5;
- the uvs of the garment should go in the freed space ( after deleting the body ). Right now they are in the space meant for shoes;
- the garment is vertex painted with the wrong color;
- you should check how the garment behaves in-game first, then bake textures.
You need to go back to MD, change topology to quads, make the armpit area tighter, export as thin and weld.
Then find a maxis item of similar length, export, open, import your garment.
Adapt it as shown in
this video. The only correction: transfer vertex groups and uv_1 first, apply, then transfer vertex paint, not together. There is a bug in 2.7x that I was not aware of when making this video
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