Hi. It is more complicated than it seems
Here's .zip with work files for you to compare if needed
How to convert full-body outfit to top or bottom:
Remove unwanted parts:
- clone an item you want to edit ( CAS - find it - Next, save somewhere, name Meshedit );
- export all resources with Tools - Studio - Export all;
- from MesheditResources open LOD 0;
- select the first s4studio_mesh_ in the outliner, shift-select the last, in 3d view press Ctrl J to join all into one;
- switch to Edit mode, select everything with A, Mesh - Merge - By distance;
- press Alt A to deselect everything. Enable X-ray and switch to Vertex select mode. While holding Shift, click and drag to select all unwanted parts, Mesh - Delete - Vertices;
- Alt-click on the border edge of the hole and press F to close it, then UV - Unwrap. In UV editor in the drop-down choose Diffusemap. Using S ( scale ), R ( rotate ) and G ( move ), put this uv island somewhere where you have color darker than the surrounding area;
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- select a vertex at the front, then Shift-select a few rows of vertex loops.Enable Proportional editing, Press S Y to shrink this area a bit, scroll the mouse wheel to reduce the radius. Then change the pivot to active and S Y again to bring the back closer to the front.
Re-arrange uvs:
- very important: with uv_0 selected, click on + to create a new uv map, then select UVMap. If you will forget this step, you'll have to re-do everything;
- In UV editor select all UVs. Click on X, then on Open,
choose this template;
- try your best to re-arrange uvs to fit into the designated area without scaling them down unless the loss of quality is acceptable. In this case, it is ok to scale down uvs of geometry that covers holes or the inner sides of the skirt. However, you should absolutely not scale, for example, the back of the skirt while the front is remaining the same. If you have no choice, scale by material ( in this case, the beige part of the skirt could have been made smaller while the green would need to stay the same ). I was able to fit everything without scaling important pieces by splitting big patterns in unnoticeable places. Important:
uvs of the body parts must stay where they are.- once done, enable sync, select all uvs of geometry that cover holes and gaps, Mesh - Split - Selection.
Edit a shadow map:
- switch UV editor to Image editor, then View to Paint;
- click on Open and choose Shared_Shadow_1.png;
- in Tools tab choose Erase alpha, strength to 1, erase unwanted things;
- Image - Save as, replace Shared_Shadow_1.png;
- switch back to UV editor.
Re-bake the diffuse:
- once done, expand the timeline and switch it to Shader editor. Alt A to deselect all nodes. Click on one node and drag to de-tangle this node tree;
- Select Basetexture image node, Shift-select the material it is plugged in and a mix shader,
press Delete key, connect BSDF socket in the remaining material with Surface in the Material output;
- select Diffusemap image node, press shift D to duplicate. Press on New button to create a new image, name it New, change height to 2048. Click on the color and set Alpha to 0;
- important:
select this node you just created, do not plug it into anything;
- In Render tab choose Cycles and scroll until you see Bake. Expand, choose Diffuse,
disable Direct and indirect, change Margin's size to 6, hit Bake. In UV editor Save image - Save As, replacing Swatch_1_Diffuse_1;
- if you want, you can import other color swatches into Diffusemap image node and hit bake to re-bake them as well.
Re-bake specular maps:
- hit on X button in the plugged in image node, then on Open, choose Shared_Specular_1. In the unplugged node create a new image thats 512X1024, hit bake, save as Shared_Specular_1;
- in the plugged node open Shared_Specular_1.mask, in the unplugged node create a new image with black background and alpha unchecked and set to 1, select the node, bake, save as Shared_Specular_1.mask.
Re-bake the normal map ( second most annoying thing about this process, you can skip if you're ok with half-assing this, dont forget to make it blank in the package ):
- in the plugged-in image node open Shared_Normal_1;
- select uv_0, in UV editor select everything, choose Shared_Normal_1 in the drop-down;
- switch pivot to 2d cursor and make sure it is at 0, 0 coordinates;
- press S Y 2;
- select UVMap, press + to create a new uv map, select UVMap.001;
- press S Y 2;
- Add - Converter - Color ramp, drop it on the yellow noodle from the plugged-in image node into Base color;
- select the white slider and enter 0.505;
- select this color ramp node, Shift D to duplicate, drop on the Alpha - Alpha noodle below, change white slider to 0.990;
- in the unplugged node create a new image that is 1024X1024, alpha enabled, click on the color, then on Hex, paste 848484, change alpha to 0.517, name it Normal;
- with Normal node selected, hit bake, save as Shared_Normal_1;
Finalize:
- select the original uv_0 and remove it with -. If re-baked a normal map, remove UVMap.001 as well. Select uv_1 and click on + to create UVMap.001. Delete uv_1. Double-click to rename UVMap to uv_0, UVMap.001 to uv_1;
- give the mesh cut 0, save;
- make quick lods as explained
here;
- open s4s again, click on CAS, filter the catalog by one meshgroup and Clothing bottom, choose a skirt, replace Meshedit package;
- Tools - Studio - Import all.