To preface, your garment is made in a way it shouldn't be. You won't find a single maxis item with deep folds like this because they move oddly and the bottom is difficult to close.
So the process of making this skirt work will not be easy. If this is your first ever item, i would advice you to
learn the cc making progress on something that is simple and doesnt have obstacles that you would need to put extra efforts to overcome.
But anyway:
- open your MD file of the skirt, select all patterns, Property editor - Miscellaneous - Mesh type - Quads, Simulate;
- then increase Particle distance, stopping just before the mesh starts looking like crumpled paper;
- export the mesh as thin and weld, without the avatar, close MD;
- download and install blender 4.1 in the recommended location or on the d drive;
- in s4s settings change blender path blender.exe in blender 4.1 installation folder;
- choose a maxis skirt of similar length ( can be longer but not shorter ) and with as little sculpted details as possible. For example, yfBottom_EF11SkirtPencil. Clone this skirt, export the blend, open;
- in 3d view select the skirt and rename the meshgroup to Reference. Delete the other two meshgroups;
- import your skirt;
- in uv editor Alt-click to select the top edge loop, Edge - Mark sharp, then press F. Uv- Unwrap, put that uv island somewhere to the side. Dont close the hole at the bottom or add the other side yet;
- transfer weights, uv_1 and vertex paint as shown below;
How to make an item move and morph by transferring weights, uv_1 and vertex paint
Transfer weights, uv_1 and vertex paint with Data transfer. The result may not always be perfect, but it is best to solve problems as they come:
- Unhide the reference. It must be visible* ( eye icon ) and selectable* ( cursor icon );
- Select your hair;
- In Modifiers tab add Data transfer modifier;
- Choose Reference as Source object;
- Enable Vertex data and expand it;
- Enable Vertex groups*;
- In Mapping choose Nearest face interpolated;
- Enable and expand Face corner data;
- Enable Colors*;
- Shift*-click to enable UVs as well;
- In Mapping choose Nearest face interpolated;
- Expand UVs, choose uv_1 in Layer selection ( don't forget, otherwise uv_0 will be overwritten as well);
- Click on Generate data layers*;
- Apply the modifier;
- In Data tab expand UV maps. Double-click on UVmap, rename it to uv_0;
- If uv_1 appeared, it most likely transferred successfully;
- Expand Color attributes. If you see color0, it transferred;
- Expand Vertex groups. If you see names of vertex groups, they most likely transferred successfully. However, there is one ( or two ) more thing(s) you need to do;
- If you're using Blender 2.76 - 2.79, 3.6.1, switch to Edit mode, select everything with A, Mesh - Weights - Clean with Subset set to All groups to fix the result of a bug that exists in these versions;
- Regardless of your version of Blender, in Edit mode, with everything still selected, do Mesh - Weights - Limit total.
* Data will not transfer if you will forget to do these steps!!! | |
- hide the reference;
- expand the rig, make bottom visible and selectable. Select it, in 3d view press Shift D, then Esc to duplicate. Hide bottom;
- select bottom.001, switch to Edit mode, select everything with A, Mesh - Merge - By distance. Enable X-ray. At this point you would delete everything covered by the garment. In this case, delete the groin only;
- in this order: select bottom.001 first, Ctrl-select the skirt, join with Ctrl J;
- select uv_0, select uvs of the skirt, assign a template, press S Y 0.5 to brings uvs back to their original space. Put them in free space. Scale all uvs uniformly so that there is no difference in their quality. Bigger uvs = better quality;
- with Skirt's uvs selected, UVs - Export uv layout, set opacity to 0;
- once done, assign 0000 cut, save;
- filter the catalog by 1 meshgroup, clone a skirt, import your blend, then a layout into diffuse, make other maps blank, check how it behaves;
- i did and the legs clip a bit in the front. However, im using the current version of the mesh, hopefully the retopologized one would behave better. If not, just move legs further away from the skirt with proportional editing;
- once happy with how the mesh behaves, select a visible portion of the skirt, press Shift D, Esc to duplicate, Mesh - Normals - Flip normals to change direction, then press Alt Shift and type 0.0002 to offset. Press Shift H to isolate. Select the top edge loop, mark as sharp, close with F, then unwrap. In UV editor move duplicated uvs away from original ones. You can make them smaller. Unhide everything with Alt H;
- Add Edge split modifier, disable Edge angle, apply;
- save and import back, check if anything clips. If the geometry that covers the hole does, delete it;
- now bake textures.