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Post by nurbayka61 on Feb 4, 2024 7:00:38 GMT -5
Hello... Again me. I have tried to create skirt. However, there is a big problem on feet. I have tried a lot of things. I searched a lot but I couldn't find the solution also. My nude mesh is from the game. There is no problem with top which my create own (it isn't here). It seems that there are no problem on weight and data transfer. Could you please help me for this problem? packageBlenderImage 1Image 2
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Post by mauvemorn on Feb 4, 2024 11:41:32 GMT -5
Hi. LODs differ from each other. The main difference is the polycount, but there can also be a different number of meshgroups and bones that affect the mesh. Your legs distort because of the latter. To solve this issue, you need to make proper LODs. However, before you do this, it is best to re-adapt your garment by transferring data from a skirt of similar length; - filter the catalog by meshgroups ( set it to 1), find a skirt of similar length, clone it; - export all LODs from it;
- open LOD1; - append your skirt, delete all body parts from it; - decimate the skirt; - expand the rig, make nude legs selectable, duplicate them; - select the duplicated version, remove doubles on it, delete all areas of it covered by the garment; - in this order: select duplicated legs, Shift-select the garment, join; - save the blend; - File - Save as, overwrite LOD2, decimate the mesh further, save; - File - Save as, overwrite LOD3, decimate the mesh further, save; - import all lods into the skirt package, check in-game. If the problem persists, make LOD2 the same way you made LOD1 There are other issues, unrelated to this one: - in MD model in quads, not tris. It produces a smoother looking garment; - start a package from a skirt of similar length and transfer all data from it. It can be a bit longer but not shorter. Do not transfer anything from nude legs to skirts; - skirts are vertex painted with two colors, not one. It is best to transfer vertex paint as well; - your uvs in uv_0 are stretched. When you assign rectangular textures to uvs generated in square uv space, they stretch vertically. Before arranging them, you must bring them back to their original size ( S Y 0.5 ); - remove doubles on body parts
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Post by nurbayka61 on Feb 4, 2024 15:02:25 GMT -5
Hi! Thank you so much, I solved my problem!!!
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