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Post by newmethod on Apr 9, 2024 14:51:21 GMT -5
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Post by mauvemorn on Apr 9, 2024 16:12:03 GMT -5
Hi. This is Remesh's doing that i mentioned previously 2. Another problem is the topology. Compare the wireframe density of your garment to maxis ones. Dense topology results in erratic morphing and moving. Remesh makes topology even worse by adding more vertices along borders of patterns. The more faces your garment is made of ( polycount), the more strain it puts on the game engine.
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Post by newmethod on Apr 9, 2024 16:36:57 GMT -5
Hi mauvemorn , thanks for the reply! Sorry, I didn't post this within the original thread. I have the poly count at 8890 for the shirt, but not sure on how to make it smaller so that the morphing doesn't happen with the remesh. I know you mentioned in the previous thread about retopology but that seems like that might be out of my skillset (I can try to learn of course). Do you all have any threads/tutorials on here specific to this issue? Will I need to edit the vertices in blender to fix the morphing?
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Post by mauvemorn on Apr 9, 2024 17:56:28 GMT -5
You need to open the file with the shirt in MD, select all patterns, RMB-click on them and choose something along the lines of Undo Remesh. RMB- click again and choose Quadrangulate. Then, in Properties, increase particle distance to 20 or so. This topology is not perfect but it would be better than what it is right now. While at it, make sleeves tighter in the armpit area, otherwise it will take forever to fix the problem these sleeves will give you.
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Post by newmethod on Apr 10, 2024 12:03:19 GMT -5
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Post by mauvemorn on Apr 10, 2024 12:58:57 GMT -5
Uvs do not align with the texture plugged into the material. You do not need these texture and material at all because uvs will have to be re-arranged anyway. Just delete the material
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Post by newmethod on Apr 10, 2024 14:10:21 GMT -5
That worked, thank you!
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