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Post by simvixen on Aug 21, 2024 16:49:29 GMT -5
Hello! I followed this tutorial (precisely, to the T) this tutorial is the only one I've been able to make it halfway through without getting stuck or something not working. She's thorough in her explanation but I'm confused because she left out how she did her shirt by mistake and only goes over how to work mesh with the body mesh absent on her pants after deleting faces. I think around the 20 min mark of her video things went downhill for me, after selecting faces on the upper&bottom of skirt and highlighting like she did, I couldn't delete faces without the legs disappearing bcuz its a mini skirt, no matter what I did. SO, I sculpted my pants instead with the grab tool, I left the faces as they were when I highlighted them, I couldn't select the faces properly without selecting other things due to it being manipulated in odd ways, I then ctrl +J them togather AFTER that I noticed the color of the legs was dark matte brown not detail in the avatar skin and the uv map wasn't behaving like hers in the video, it also was hard to unwrap so I didn't. When I got to the point of testing my mesh the skirt was okay but the legs were dark and colored in and the inside was chunky I'm dedicated to figuring how to create cc clothing but after constantly failing I cried today over this :( Any help, tips, advice is appreciated I just want to make a simple skirt and its taken me days! the updated tutorials are good but don't have instructions written, keys displayed being used or sound so I make alot of mistakes...or they are using old software. Below are photos and my blender package if you wanna look deeper into what I did wrong! THanks! also how do I fix this chunky skirt top? do i need to subdivide it in MD or is this due to my blender mishaps? BLENDER FILE
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Post by mauvemorn on Aug 22, 2024 5:46:04 GMT -5
Hi. Since pretty much everything is done incorrectly, I'll just explain how to do the whole process right: - you should not have smoothed the bottom of the skirt with sculpting tools, this is an issue of completely different nature. Discard this blend; - in s4s click on CAS and find a skirt of the same length or a bit longer ( for example, yfBottom_SkirtSkater_ ), clone it, export the blend, open, rename s4studio_mesh_1 to Reference; - File - Import - obj file exported from MD or any other program; - select the skirt, switch to Edit mode, select everything with A, Select - Select loops - Select border loops, press F to close holes, then Uvs - Unwrap, scale down uvs. If you want to raise the bottom, select the bottom face, Face - Poke face,change offset; - transfer weights, uv_1 and vertex paint to the skirt from the reference, then Limit total and rename a uv map; 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!!! | |
- select the skirt, switch to Edit mode, select everything with A, assign this template to the background in the uv editor. Press S Y 0.5 to bring uvs back to the original size, then move them outside of the uv space; - hide the reference; - expand the rig, make bottom visible and selectable. Select it, in 3d view press Shift D, then Esc to duplicate. Hide the original bottom again; - select bottom.001, switch to Edit mode, select everything, Mesh - Merge - By distance; - enable X-ray, select everything covered by the garment, Delete - Faces; - in this order: select bottom.001, then your skirt, join with Ctrl J; - back to uv_0, with all uvs of the garment selected, move them in the space meant for bottoms that has no body's uvs. Press S and shrink all of them at once, so that the biggest one fits the biggest free space, then put others elsewhere. You can resize hidden uvs ( like that geometry that covers holes ) or the ones that need extra definition ( buttons, zippers), but you should not resize the front and the back of the garment independently, the difference in quality will be noticeable; - with the skirt's uvs selected, UVs - Export uv layout. This will be your temporary diffuse; - enable sync in uv editor ( button at the bottom left-hand corner above), select uvs of the geometry that covers holes, in 3d view Mesh - Split - Selection. This will fix what you were trying to with sculpting tools; - give this item cut 0 and import back into s4s, then your temporary diffuse; - test in-game. Once happy, bake textures with the body and the floor in the scene, make other maps and lods
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Post by simvixen on Aug 22, 2024 15:23:10 GMT -5
Aahh okay! I see what you mean, I scraped it and I'm starting over rn. THANK YOU SO MUCH! :D
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Post by simvixen on Aug 22, 2024 18:49:42 GMT -5
I have another question would the process be the same if I decided to append a nude sim bottom to a nude sims top and combine them before importing a dress?
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Post by mauvemorn on Aug 22, 2024 21:18:36 GMT -5
yes, so long you transfer all data from a dress.
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Post by simvixen on Aug 23, 2024 0:21:17 GMT -5
Awesome! When I was following the instructions, to duplicate I had trouble getting it to render on the list of items, even though I saw it on the 3d viewpoint side. So I key framed it pressing LRSA option, and iI did appear on the list afterwards. Is that okay?
Xray mode is where I stopped
when I enabled X Ray I had trouble getting a clean removal of the faces, I’m watching blender tutorials to figure out what I’m doing wrong.
What should my screen look like visually in the edit mode when I xray the garment of the ref? (Or is it the MD garment)
the directions you gave are great and easy to follow! I really appreciate your feedback
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Post by mauvemorn on Aug 23, 2024 1:19:18 GMT -5
Are you appending body parts from a blend file made by in an old version of blender perhaps? X-ray allows you to select everything on both sides at once. Your screen should look like this: you enable it while removing an area of the body covered by the garment.
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Post by simvixen on Aug 23, 2024 12:55:36 GMT -5
I started over with a dress because that's what I really wanted in the first place just could find info on it until now, opened my ref dress and imported my MD dress in blender 3.6.7. I figured out the xray but when I duplicate before that, it shows the bottom+top half that I moved to the side, so theres 2 sets of body in the 3d view, and then nothing of the duplicated appears in the actual side panel list. i tried shift+d becuase shift+d+esc did nothing at all on my keyboard. :( i'm only stuck on this part though everything else before was like zero hiccups. I honestly think I'm just missing something but idk what. can you look at my package? I have messed it up. Dress
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Post by mauvemorn on Aug 23, 2024 13:48:20 GMT -5
- go back to MD, select all patterns of the dress, turn tris to quads and keep particle distance high; - select the avatar, increase the offset. You see how your dress is so tight at the bottom that it clips into legs? This will not magically go away; - simulate; - export as thin and weld; - clone a reference, export it, open, rename; - import your garment, close and unwrap holes; - transfer data from the reference; - in uv_0 assign a background, shrink and move away uvs; - Expand the rig, click on the filter icon in the top right corner and enable Cursor icon. Then enable Cursor icon next to bottom and top. Select one, Ctrl-select the other, in 3d view press Shift D to duplicate, then Esc to confirm. In 3d view press Ctrl J to join. Rename to Body, switch to Edit mode, select everything, merge by distance, remove everything covered by the garment; - Join the body with the garment, re-arrange uv_0; - split sharp edges, give 0 cut, import in s4s
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Post by simvixen on Aug 23, 2024 16:51:41 GMT -5
THNX! I didn't separate anything pattern wise and put it here(.is that wrong) in the layout, also her breast area looks weird will that go away? or do I need to redo it again...and if so before which step? 1drv.ms/i/s!AjFpB5im9NbfguAQ2U2-h1ERG6oSag?e=OK0TK1 blender
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Post by simvixen on Aug 23, 2024 16:53:19 GMT -5
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Post by simvixen on Aug 23, 2024 20:19:47 GMT -5
opps the blender file i sent was the wrong one
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Post by simvixen on Aug 23, 2024 21:05:33 GMT -5
this is my result in s4s I think its good, I just see a random line on her chest? should I start from the beginning again to fix? and what should I use to correct it? here are some photos of it 1drv.ms/i/s!AjFpB5im9NbfguAVEa4Kg08lp8kdGA?e=8MVNll 1drv.ms/i/s!AjFpB5im9NbfguAWDqcI7iUIIujy7w?e=R8NWD5 1drv.ms/i/s!AjFpB5im9NbfguAXpqBALCyNFi5sFg?e=LkqQqi
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Post by mauvemorn on Aug 24, 2024 1:48:49 GMT -5
Without seeing the updated blend file, all i can say is that your uvs are in the space meant for shoes instead of their intended locations in the torso area. Most likely the order of uv maps is wrong.
Most likely you are also starting a package from an item made of more meshgroups than your blend contains. Do everything exactly as explained in previous instructions, no extra steps or deviations. Use the template i linked
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Post by simvixen on Aug 26, 2024 9:43:53 GMT -5
you're right! i used a package with 3 mesh groups and the space was way off too. I'm going to start with making a skirt again
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