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Post by macaronimuriel on Apr 28, 2024 16:57:49 GMT -5
Hello, I have been trying to fix the mesh poking out of the dress when testing in the walk styles. I changed the vertex paint, but its not helping. Package FileBlend FilePicture
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Post by mauvemorn on Apr 29, 2024 9:55:51 GMT -5
Hi. There are a few causes of this issue: - the mesh deforms like crumpled paper because it has very dense topology. Maxis meshes are very low poly. When you transfer weights from them, the paint looks patchy. When you smooth the paint, it spreads in areas it should not, so you should try to avoid doing that in the first place. The solution is to make your garment as low poly as it can get while looking smooth, then transfer all data from a similarly shaped maxis mesh with Nearest face interpolated. Your mesh does not need to be high poly in the first place, those few wrinkles in the back can be preserved through baking textures from high poly to low poly; - the skirt is affected by calf morphs because it is not vertex painted with 3FFF00. Dresses are vertex painted with two colors and it is always best to just transfer this data as well; - the referenced you transfer data from was shorter than your dress, so it received data from legs as well. You should go back to Zbrush and dramatically reduce the number you put in Zremesher. Then clone a maxis dress that is of the same length or lower, export it, open, import your dress, close the hole, transfer weights, uv_1 and vertex paint to it with Nearest face interpolated, clean and limit weights. Heres an example of how it is done, you just do it with your reference instead of the one under the rig - 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; - click on Generate data layers or nothing will transfer, then 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; - rename the first uv map to uv_0; - 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, always do this step regardless of your version;
unrelated issues: - The duplicated straps are facing the wrong way and clip into the original. How to add the other side to straps correctly: select them, press Shift D, then Esc to duplicate. Press Alt S, type in 0.0002 to offset. Mesh - Normals - Flip normals to flip; - after transferring or editing weights, always Limit total; - remove doubles on the body to remove the seam.
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Post by macaronimuriel on Apr 29, 2024 20:56:01 GMT -5
mauvemorn Thank you so much for this information, this drastically helped. Now there is still a little part of the mesh poking out at the bottom where the hole is closed when she walks. Is there something I can do to fix this or is it inevitable? Folder to pictures and new filesHi. There are a few causes of this issue: - the mesh deforms like crumpled paper because it has very dense topology. Maxis meshes are very low poly. When you transfer weights from them, the paint looks patchy. When you smooth the paint, it spreads in areas it should not, so you should try to avoid doing that in the first place. The solution is to make your garment as low poly as it can get while looking smooth, then transfer all data from a similarly shaped maxis mesh with Nearest face interpolated. Your mesh does not need to be high poly in the first place, those few wrinkles in the back can be preserved through baking textures from high poly to low poly; - the skirt is affected by calf morphs because it is not vertex painted with 3FFF00. Dresses are vertex painted with two colors and it is always best to just transfer this data as well; - the referenced you transfer data from was shorter than your dress, so it received data from legs as well. You should go back to Zbrush and dramatically reduce the number you put in Zremesher. Then clone a maxis dress that is of the same length or lower, export it, open, import your dress, close the hole, transfer weights, uv_1 and vertex paint to it with Nearest face interpolated, clean and limit weights. Heres an example of how it is done, you just do it with your reference instead of the one under the rig - 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; - click on Generate data layers or nothing will transfer, then 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; - rename the first uv map to uv_0; - 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, always do this step regardless of your version;
unrelated issues: - The duplicated straps are facing the wrong way and clip into the original. How to add the other side to straps correctly: select them, press Shift D, then Esc to duplicate. Press Alt S, type in 0.0002 to offset. Mesh - Normals - Flip normals to flip; - after transferring or editing weights, always Limit total; - remove doubles on the body to remove the seam.
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Post by mauvemorn on Apr 30, 2024 1:33:28 GMT -5
You should have deleted less legs. Try moving the top vertices on legs a bit up. If won’t work, delete legs and replace with new ones
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