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Post by Silerna on May 3, 2024 7:10:54 GMT -5
How can I close the bottom the best and easiest way?
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Post by mauvemorn on May 3, 2024 11:29:24 GMT -5
Hi. For some reason, I cannot download this file. Try this: Alt-click on the edge loop, press F, Mesh - Faces - Triangulate, unwrap. Do not create any vertices in the middle to lift
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Post by Silerna on May 3, 2024 14:17:26 GMT -5
Hi. For some reason, I cannot download this file. Try this: Alt-click on the edge loop, press F, Mesh - Faces - Triangulate, unwrap. Do not create any vertices in the middle to lift Really? That’s odd, the link can be shared and downloaded by everyone. The loading is a bit slow indeed but it should work 🤔 perhaps it works after some time. I’m gonna try your method. Thanks!
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Post by Silerna on May 6, 2024 7:08:48 GMT -5
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Post by mauvemorn on May 6, 2024 9:44:53 GMT -5
You cannot select this edge loop because of MD's Remesh and exporting as Unweld. It is best to remake everything starting from MD because there are many other issues - go to MD, select all patterns and undo Remesh. Convert topology to quads and keep Particle distance high, simulate; - export the mesh as Weld; - clone a dress of similar length, export the blend, open, rename to Reference; - import your dress; - In edit mode select everything with A, Select - Boundary loops, press F, Mesh - Face - Triangulate, Mesh - UV unwrap - Unwrap; - transfer weights, uv_1 and vertex paint from the reference to your dress. Clean weights and Limit total, then rename the first uv map to uv_0; - either use body parts under the rig or import a lingerie set, remove doubles on it, delete all areas covered by clothing; - the your dress with the body, select uvs of the dress, assign a template, press S Y 0.5 to shrink them ti their original size. While putting them in free space, do not resize them individually unless the difference in quality is acceptable. Once done export the uv layout; - split sharp edges; - assign the cut, import into the 1 meshgroup package, import the layout as a temporary diffuse, test in-game; - if everything is ok, bake textutres
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Post by Silerna on May 13, 2024 9:23:47 GMT -5
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Post by mauvemorn on May 13, 2024 12:20:54 GMT -5
Some issues and theirs causes: - Before re-transferring data, make sure to separate the body. Right now uvs of the body are torn; - The reference you chose had some sort of cut at the bottom, so uvs are also torn there badly. Choose a dress of similar length and puffiness but with as little sculpted details as possible; - since your dress has a pattern on it, you can now clearly tell what happens when uvs arent shrank to their original size or are scaled individually; - the your dress with the body, select uvs of the dress, assign a template, press S Y 0.5 to shrink them to their original size. While putting them in free space, do not resize them individually unless the difference in quality is acceptable. - your mesh is shaped in a way no maxis one is, you are unlikely to find the perfect reference or achieve the perfect result by simply transferring data. So if the uv_1 re-making wont solve the problem, you'll have to adjust weight manually
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