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Post by simluv25 on Jan 5, 2024 11:27:55 GMT -5
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Post by mauvemorn on Jan 5, 2024 13:42:59 GMT -5
Hi. You're baking ambient occlusion, not the material, switch to Combined instead. If you want shadows, you need something to create them. The body must be in the scene and preferably the floor for the light to bounce off it This, however, is not your main problem right now. For the future, check how the garment behaves in-game first, then bake texture. If something is done wrong, you may have to re-do the baking, so time wasted: - bigger uvs = more pixels to preserve the shading = better texture quality. After you delete all areas of the body the garment covers, the uvs of the garment go into freed space. If they do not fit, you either put them elsewhere or resize all other uv islands at once. Doing it individually leads to differences in quality, which is fine if it's, say, buttons, and not patterns that share fabric ( sleeves and the torso area ); - the garment is vertex painted with the wrong color, it should be 00FF00. Other items are painted with multiple colors, so it is best to always transfer it; - speaking off, you need to transfer data with nearest face interpolated. The wireframe is very dense, so it will morph and move awfully with the default setting; - and speaking of the wireframe, there is no need for it to be this dense, there are barely any details to preserve. Theres also no need in using Remesh in MD, it only makes things worse. Either model in quads or retopologize in MD manually - bake with margins set to at least 7 pixels
- Unhide the reference. It must be visible* ( eye icon ) and selectable* ( cursor icon );
- Select your garment;
- In Modifiers tab add Data transfer modifier;
- Choose Reference as Source object;
- Enable Vertex data and expand it;
- Enable Vertex groups*;
- In Mapping choose Nearest face interpolated;
- Enable and expand Face corner data;
- Enable Colors*;
- Shift*-click to enable UVs as well;
- In Mapping choose Nearest face interpolated;
- Expand UVs, choose uv_1 in Layer selection ( don't forget, otherwise uv_0 will be overwritten as well);
- Click on Generate data layers*;
- Apply the modifier;
- In Data tab expand UV maps. Double-click on UVmap, rename it to uv_0;
- If uv_1 appeared, it most likely transferred successfully;
- Expand Color attributes. If you see color0, it transferred;
- Expand Vertex groups. If you see names of vertex groups, they most likely transferred successfully. However, there is one ( or two ) more thing(s) you need to do;
- If you're using Blender 2.76 - 2.79, 3.6.1, switch to Edit mode, select everything with A, Mesh - Weights - Clean with Subset set to All groups to fix the result of a bug that exists in these versions;
- Regardless of your version of Blender, in Edit mode, with everything still selected, do Mesh - Weights - Limit total.
* Data will not transfer if you will forget to do these steps!!! | |
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Post by simluv25 on Jan 5, 2024 14:53:03 GMT -5
Thank you for helping I will work on it =)
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Post by simluv25 on Jan 6, 2024 5:33:53 GMT -5
Just to make sure I understand this part (and speaking of the wireframe, there is no need for it to be this dense, there are barely any details to preserve) the wireframe pertains to the particle distance? srry I'm just trying to get a hang of everything
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Post by mauvemorn on Jan 6, 2024 6:52:51 GMT -5
When you switch to edit mode, you see that your garment is made of quads and triangles. This grid is wireframe. You can also call it topology. Yes, to make it less dense, you increase particle distance (so that there is more space between vertices)
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Post by simluv25 on Jan 6, 2024 9:45:34 GMT -5
Got it got it thank you
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