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Post by cremia on Sept 13, 2024 18:34:29 GMT -5
I (finally) got my mesh somewhat working but I'm struggling with Vertex Groups/Bone Assignment?
How do you know what bone(s) you're supposed to assign to? (Hopefully I don't look like an idiot and I'm not doing/talking about the wrong thing 😅)
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Post by mauvemorn on Sept 14, 2024 5:24:03 GMT -5
Hi. - to move an morph like an area of the body it covers, your garment must receive data from an area of the body it covers. So instead of assigning it to bones, you transfer this data from the top under the rig, since it contains all areas of the body covered by the garment. - uv_1 is not meant to fit the uv space. Once you transfer it from the body, you're done with it; - in uv_0 uvs must be put in the space meant for tops; - do not join the body with the garment until the latter receives weights, uv_1 and vertex paint; - in the future, when making clothing, watch the polycount. If a simple tank top is as high poly as maxis most complex items, imagine what would be with a gown; - all areas of the body covered by clothing must be removed; - the garment is shaded as flat
Currently, every step of the adaptation process needs to be re-done.
- see how jagged your item is? That is because every face is shaded as flat. This shading will convert to texture during baking. In Edit mode select everything with A, Face - Shade smooth. Deselect everything with Alt A;
- in the Materials tab choose Diffusemap and click on Select to select the body; - in 3d view press Delete and choose Faces; - in the outliner delete s4studio_mesh_1.001, this reference isnt good because of its sculpted details; - expand the rig, click on Filter and enable cursor. Make top visible and selectable; - select the top, in 3d view press Shift D, then Esc to duplicate. Double-click on top.001 and rename to Reference. This item will serve both as the reference and the body; - from now on just follow this video. This is a start-to-finish process, nothing is missing, you do not do any extra steps from other tutorials.
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