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Post by peachyfaerie on Jun 29, 2024 3:39:21 GMT -5
Hey everyone! I recently got back into making clothing, I'm currently making a shirt and I'm almost completely satisfied with it but I have noticed the tiniest amount of deformations in the texture of the shirt on larger breast sizes, it's not really that big of an issue but I was curious if there was a way I could minimize it? I am using Blender 3.6, here is my package and .blend (fair warning that some of the later swatches have NSFW-leaning phrases): drive.google.com/drive/folders/1UZC2Oy4xh9gR8NBJLyMVXroueo7mmb28?usp=sharingIn addition, I notice that on some (but not all) body presets, mainly the ones by Zerbu's Extracted presets, I get this odd little piece that sticks out in some angles but not others: Any help is greatly appreciated!
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Post by mauvemorn on Jun 30, 2024 11:48:47 GMT -5
Hi. If you transferred weights with nearest face interpolated, everything is as it should be in terms of adaptation. Breasts shrink and expand in circular motion, and so should everything else. What aggravates this issue is the polycount. Dense topology is affected by bones and morphs in a more jagged fashion. The item also simply does not need all these vertices because there is no details for them to preserve, all those seams and wrinkles could have been baked to texture from high poly to low poly. You can try to recreate and manually improve this issue in blender like this - unfold rig and find them in the list, make them visible and selectable(eye and cursor icons); - in 3d view select one, press S and type 1.5. Do the same for the other. - in weight paint mode, select the first breast vertex group. using Subtract or Blur brushes, remove any distortions. Then you can lock it. Do the same for the other one; - once done, select the rig, in pose mode select everything with A, Pose - Clear transform - All;
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Post by peachyfaerie on Jun 30, 2024 15:31:51 GMT -5
Hi. If you transferred weights with nearest face interpolated, everything is as it should be in terms of adaptation. Breasts shrink and expand in circular motion, and so should everything else. What aggravates this issue is the polycount. Dense topology is affected by bones and morphs in a more jagged fashion. The item also simply does not need all these vertices because there is no details for them to preserve, all those seams and wrinkles could have been baked to texture from high poly to low poly. You can try to recreate and manually improve this issue in blender like this - unfold rig and find them in the list, make them visible and selectable(eye and cursor icons); - in 3d view select one, press S and type 1.5. Do the same for the other. - in weight paint mode, select the first breast vertex group. using Subtract or Blur brushes, remove any distortions. Then you can lock it. Do the same for the other one; - once done, select the rig, in pose mode select everything with A, Pose - Clear transform - All; Ahhh okay, I see, thank you so much! I honestly was really unhappy with the polycount, I do the “high poly sculpt in ZBrush, remesh to low poly, transfer UV islands” method but I always have a tendency to overshoot massively on the polycount. I will use that linked tutorial to try and improve the distortions and if I’m still unhappy, I’ll just remesh it again to have an even lower polycount. Thank you again! In the future I’ll definitely be more conscious about appropriate polycount. 🥰
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