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Post by nickynix on Feb 21, 2024 3:39:56 GMT -5
Hi i just recently started creating some dresses (made in Marvelous Designer) and I had a question before I continue creating. I have seen in a lot of tutorials where people move around the uv or cut the UV map in order to use the uv space while acheving higher quailty. But if I end up cutting the UV map does it affect my bump map? I moved the dress around and the bump (obviously) doesn't follow it. And it got me thinking about the bump map and if i would lose the illusion of having some what detail on my dress.
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Post by mauvemorn on Feb 21, 2024 7:28:10 GMT -5
Hi. If I understood you correctly, you set up a material in MD, right? If that is the case, this is something that you should not be doing at all because a). blender does not use the same rendering engine or materials as MD, so all of this information will simply be lost; b). Your uvs will be re-sized and re-arranged in Blender to fit the area of the uv spaced designated to them. So, whatever you did in MD with textures or uvs was for nothing because it will have to be re-done anyway.
Basically, the order: - make a garment in MD without materials and the likes, export; - clone a similar maxis garment, import your garment, close holes, transfer all the data, remove areas of the body covered by clothing, join the body with the garment, re-arrange uv_0, assign a cut number, import in s4s, check in-game how it behaves; - only once everything is behaves right, you make materials and bake textures, otherwise you may discover that your mesh is not made right and will have to re-do all of your textures; - make other maps and swatches, split the garment into meshgroups if needed, make lods, etc.
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Post by nickynix on Feb 21, 2024 19:18:37 GMT -5
Hi. If I understood you correctly, you set up a material in MD, right? If that is the case, this is something that you should not be doing at all because a). blender does not use the same rendering engine or materials as MD, so all of this information will simply be lost; b). Your uvs will be re-sized and re-arranged in Blender to fit the area of the uv spaced designated to them. So, whatever you did in MD with textures or uvs was for nothing because it will have to be re-done anyway. Basically, the order: - make a garment in MD without materials and the likes, export; - clone a similar maxis garment, import your garment, close holes, transfer all the data, remove areas of the body covered by clothing, join the body with the garment, re-arrange uv_0, assign a cut number, import in s4s, check in-game how it behaves; - only once everything is behaves right, you make materials and bake textures, otherwise you may discover that your mesh is not made right and will have to re-do all of your textures; - make other maps and swatches, split the garment into meshgroups if needed, make lods, etc. My question is more like if I end up cutting the uv and re-sized it and re-arragned do I make a new normal? or do i figure out how to keep the normal/bump map that came with dress from MD?
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Post by mauvemorn on Feb 22, 2024 5:02:02 GMT -5
You make a new normal no matter what. Because this step is meant to be done at the very end, not the beginning . If you will try to re-arrange and re-bake the normal map to match new uvs, the quality of the texture will worsen dramatically
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Post by nickynix on Feb 26, 2024 0:16:30 GMT -5
just so people understand my confusion here is a picture link
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Post by mauvemorn on Feb 26, 2024 4:48:55 GMT -5
Uvs of the garment must be resized with S Y 0.5 and re-arranged in accordance with CAS uv template. This step should be explained in every ts4 clothing making tutorial, so if you haven’t watched it or reached that part, do that first.
That said, your garment will not work in ts4. The default avatar stands with arms up while in-game sims stand with arms down most of the time. Once a sim will lower arms, the sleeves will look weird. This is unfixable with weight editing. The only way of avoiding this is to re-simulate a mesh with arms down, which will make it much more difficult to adapt the garment to function in game. So you need to either remake the sleeves to be tight or postpone finishing this project.
For the future, before making anything in MD, study ts4 CAS catalog. If there is nothing like what you have in mind among maxis items, don’t make it. There is always a reason for that. You should learn the basics of cc making on a simple example like a tank top, not complex dresses. This will create unnecessary obstacles that would make it harder for you to understand things
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Post by nickynix on Mar 4, 2024 2:12:47 GMT -5
So I have now decided when I go back to making this dress. That im going to make a new normal where there is a high res normal and have the dress be as low poly as possible and then cut up the uv and then rebake so I can keep the quality high. So for the suggestion about studying ts4 cas catalog. I will not be doing that because the designs I’m going for is different and none of the items in cas are what I’m making with my cc. Thank you said suggestion but I do understand the necessary obstacles I have to go through in order to learn how to make cc. As I’m not new to modeling but has been a couple years since I have done 3D modeling.as for the sleeves there is a lot of cc with said sleeves I am making . Thank you again
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Post by mauvemorn on Mar 4, 2024 2:34:16 GMT -5
It is not about designs but overall shape, not about knowledge of modeling but mechanics behind ts4. You must model within ts4 limitations, otherwise it will not work in-game. There are two ways of learning them: studying the catalog and avoiding things that you do not see or wasting time and nerves on learning through mistakes. You cannot adapt everything to ts4, so there are many « obstacles » that simply cannot be overcome no matter what you do. Things like sculpted buttons/bows/similar elements in the chest area or between legs, capes/collars behind arms or similar things in front of them, ponchos, cuffs in front of fingers, small cups+straps cannot behave as intended in ts4. Clothing with loose sleeves or off-the-shoulder top must be made with arms down. And so on.
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