|
Post by Kay_Sims on Oct 23, 2016 5:50:45 GMT -5
|
|
|
Post by inabadromance on Oct 23, 2016 12:41:19 GMT -5
Looks like some chunks are missing... Out of the blue i can't think of anything else without seeing it closely. Have you tried going into edit mode in blender, selecting only the clothing mesh and clicking recalculate on the side bar uv menu?
|
|
|
Post by Kay_Sims on Oct 24, 2016 8:38:47 GMT -5
I tried and it didn't change anything
|
|
|
Post by inabadromance on Oct 24, 2016 13:54:49 GMT -5
Can you share the package & .blend file?
|
|
|
Post by Kay_Sims on Oct 25, 2016 9:23:05 GMT -5
|
|
|
Post by Zelrish on Oct 25, 2016 9:39:55 GMT -5
Hello, You have no uv_1 so those gaps probably appear because of this. Also it is maybe not mandatory but I believed full body meshes were always made of 3 groups (because of boots). Someone can maybe confirm that (although it would work in game anyway). I also personally find the weight transition between clavicle and shoulder_twist bones quite abrupt. This might not help with the visible gap. I would still fix the uv_1 first using this tutorial and see if there are still gaps. PS : I see the same weight "abruptness" (no idea if that word exists xD ) with the weights at the elbows.
|
|
|
Post by Kay_Sims on Oct 25, 2016 10:50:53 GMT -5
I made the uv_1 but it's still like that and the sliders don't work either, I don't know why because I've done it already once. Here's the updated blend file: link
|
|
|
Post by inabadromance on Oct 25, 2016 13:04:24 GMT -5
Hi! As Zelrish pointed out, the weight looks a bit harsh. Remember that you should not be applying neither the weight transfer or uv_1 to EA's body since it already has those things already applied. Only do it to your mesh. Also, the body outfits should be divided into three groups. I suggest you re cloning the original outfit again, re-exporting the original mesh and seeing how the blend and it's groups / cut numbers are composed. As for the sliders not working, that is because the vertex paint is all white. It should be green i believe. Summary: what i would do is re do weight on this blend and fix seams (see tutorial below). re clone a dress, re export original mesh. Open that mesh and see how many groups it has. You'll probably only need to work with the top group. Edit it as needed, append the outfit from the blend you fixed before. delete all body parts and leave only the clothing. Join both groups, check cut number if needed. Go into vertex paint mode and use the eyedropper to select the green. Then go to "paint", and set paint. ... This is a lovely outfit! but i'm seeing some seams issues you should fix before releasing so that it looks perfect. What you have to do to fix the seams is go into object mode, change to solid view and "smooth" shader. Go into edit mode, disable limited disolve (circled a the bottom) and change view to the lowest number. Then move your cursor over the mesh and press L to select the front part and do the same for the part in the back. Press ctrl+v and select remove doubles (or select the "remove doubles on the left sidebar- not pictured). Do the same for all the parts that have seams, included body parts.
|
|
|
Post by Kay_Sims on Oct 26, 2016 10:53:19 GMT -5
I've done all those things, but now when importing the mesh into s4studio it only shows some parts of the mesh. I divided the parts and checked multiple times the cut numbers and they're the same as the original mesh so I don't know why. Here are the updated package, mesh(I accidentally deleted some of the lights, so it's a bit dark) and also the reference mesh I used: link
|
|
|
Post by inabadromance on Oct 26, 2016 12:44:29 GMT -5
mmmmmm.. nanana.. i believe you're going through so much unnecessary sweat here. I would higly suggest cloning something else, that outfit simply has too many groups, and it might get confusing. Just change something else like a full swimsuit. export it's mesh and check it's cut numbers. Then just edit the tags.
|
|
|
Post by Kay_Sims on Oct 27, 2016 4:33:30 GMT -5
I tried with a dress that had only one Group, I joined all the groups of my mesh and gave it the same cut Number as the dress, but it also didn't work. I might try again. It's so frustrating T.T
|
|
|
Post by Kay_Sims on Oct 27, 2016 4:52:14 GMT -5
Now I tried with a swimsuit, did all the things and still doesn't show up. I might give up.
|
|
|
Post by inabadromance on Oct 27, 2016 13:05:40 GMT -5
Can you share the updated package and .blend from the one you did by cloning the swimsuit?
edit: preferably add the original swimsuit mesh too. thanks!
|
|
|
Post by Kay_Sims on Oct 28, 2016 2:48:28 GMT -5
|
|
|
Post by femmejean on Oct 28, 2016 3:05:23 GMT -5
Yes, my solution to everything is uv_1 mapsI think it looks a bit messy. It will be harder to unwrap it properly especially when the item has such a high poly count. There are quite a lot of "spaces" (gaps?) in the uv, on the shoulders as well, which can probably affect the way it shows up in game. IMAGE
|
|