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Post by makesims on Apr 9, 2024 15:41:27 GMT -5
Working on a frankenmesh. I used a top that had a bow on the front but I removed it, which created an odd shaped hole in the mesh. I tried repairing it by pulling the vertices together and smoothing it over, but it looks jagged and messy in Blender. It looks worse in game. It's distorted on all body types, becoming more pronounced the higher the Sim's weight is and more jagged the larger the chest is. I imagine removing the unnecessary vertices would help but I don't know how to do that and I can't find a way to do it by searching for it. Blender file.
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Post by mauvemorn on Apr 9, 2024 16:08:32 GMT -5
Hi. What is the original name of this top?
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Post by makesims on Apr 9, 2024 16:35:48 GMT -5
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Post by mauvemorn on Apr 10, 2024 5:49:21 GMT -5
The idea is the following: - in uv editor enable sync, select all faces that were created to connect with the bow. In 3d view press Delete, choose Faces to delete; - select all uvs of the rest of the bow, delete as well; - see how vertices on one side have matching ones on the other? You need to restore this edge flow, but Delete - Dissolve edges unnecessary ones first; - once done, straighten those edges a bit, then Alt-click to select the whole hole. Press a space bar and type in Grid fill, it will fill this area; - now either move vertices and uvs to look straighter or smooth/relax them; - important: since you moved existing vertices and added new ones, you need to transfer all data from the reference to this area. It is best to separate the torso area and transfer data to it from a nude body instead of re-doing everything for the whole dress or this area specifically - select the torso area of your top, in 3d view press P - Selection; - expand the rig make top visible and selectable; - select your garment, add Data transfer, choose top as Source object; - to transfer weights, enable Vertex data, then Vertex groups. Choose Nearest face interpolated; - to transfer uv_1, enable Face corner data and UVs. Make sure to choose the correct uv map you want to transfer or both will be overwritten. And dont forget Nearest face interpolated; - hit Apply; - it is possible to transfer vertex paint together with weights and uv_1, but theres a bug related to it in 2.7x, so add a new Data transfer modifier, enable Face corner data and Vcol, Nearest face interpolated as well. Choose Generate layer data ans apply; - switch to edit mode, select everything with A, Tools - Weight tools - Clean, choose All groups. This fixes a bug that exists in 2.76 - 2.79, 3.6.1. With everything still selected, Tools - Weight tools - Limit total;
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Post by makesims on Apr 10, 2024 13:52:00 GMT -5
This helped! Thank you!
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