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Post by hazymoon on Jan 2, 2024 0:25:15 GMT -5
Hi everyone! So I have asked a ton of questions about Marvelous Designer and Blender and I think I've finally got a good grip on things! (ALMOST). I looked around the forum but I couldn't find a thread on this. I made a top, using a bow trim from marvelous designer and exported it. However, whenever it comes to creating a UV MAP using the islands, the bow part will ALWAYS overlap. Ex: In Blender: In the blender example, I tried to get rid of doubles to remove overlap to no avail. Is there a way to remove overlap and get this to bake ambient occlusion correctly or do I have to manually texture it in photoshop due to this? Note: I know the Mesh is High Poly and there's overlap on the normals on the shirt so that the underside wasn't invisible. I know how to fix that texturing just not the bow one. Unless it's done the same? I do plan to edit the high poly-ness of the mesh once I figure this bow issue out. Thanks!! FILE: drive.google.com/file/d/1VNBcf3tdERtW5bFrdDTaXlH3HbKoQKJG/view?usp=sharing
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Post by hazymoon on Jan 2, 2024 0:36:43 GMT -5
Ugh, and then I tried to get it to work in the game and it left a weird shadow from the old reference. Now I am super lost. This has never happened before. Figured out this “tan line” issue. It was the secular map. Still no clue about the bow.
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Post by mauvemorn on Jan 2, 2024 12:59:42 GMT -5
Hi. This item has messed up normals and is too high poly to function normally. I assume you added the other side ( or exported as thick ), then removed doubles. Dont do either, it is not needed - go back to MD, select all patterns of the bow, RMB-click and choose Quadrangulate. Simulate; - export only this bow as weld and thin, name it High poly; - increase particle distance until it retains overall shape but all wrinkles are gone. Without simulation, export only the bow as thin and weld, name it Low poly; - open the blend with this top, in uv editor enable sync, select all uvs of the bow, delete in 3d view; - import a low poly version of the bow, do not join with the garment; - transfer weights, uv_1, vertex paint from this top to low poly bow, then clean and limit weights; - put uvs of the bow in uv_0 between the arms; - import the high poly version, bake textures from high poly to low poly; - delete high poly, join the low poly bow with the top, check the cut. As for the shadow on the body, it comes from a shadow map and and all garment have it. You are meant to make your own
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